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Social Card Games 



A PRACTICAL AND RELIABLE GUIDE 



CONTAINING 



FULL INSTRUCTIONS FOR PLAYING ALL THE MODERN SOCIAL GAMES 
OF CARDS, WITH SPECIAL HINTS, ADVICE AND MAXIMS 
FOR THE GUIDANCE OF YOUNG PLAYERS. 



TOGETHER WITH 



A TREATISE ON TRICKS AND DIVERSIONS WITH CARDS, SUITABLE 
FOR THE PARLOR. 



CHARLES TOWNSEND 



Author of " Private Theatricals" " Negro Minstrels ," u Early Vows" " Unclt 
Josh,'' "Deception" "Breezy Call" " Wonderful 

Letter" "On Guard" etc. - ^ - 



CHICAGO 
T. S. DENISON, Publisher 

163 Randolph Street 



Copyright, 
1891, 

By T. S. Denison. 



2 



CONTENTS. 



PAGE. 

Introduction 7-9 

Whist 9 

Terms Used in Whist 10-11 

The Laws of Whist , . . . 12-16 

General Laws 16 

The First Hand 16-19 

Specimen Leads 19-22 

The Second Hand 22-24 

Plays for Second Hand 24-25 

The Third Hand 25-27 

The Fourth Hand 27 

Trumps 27-29 

The Signal for Trumps 29-31 

The Command of Suits . 3 1 

Underplay " 32 

Holding Up 33 

Discarding 33 

Conveying Information 34~3° 

Drawing Inferences 36 

French Whist 37 

Catch the Odd 38 

Euchre 38 40 

Terms Used in Euchre. . . 40-43 

The Laws of Euchre . . 43~4^ 

Ordering Up and Passing 46 

Assisting 47 

Taking up the Trump 48 

Making the Trump 48 

Discarding 49 

Trumps 49 

The Lead 50 

The Lone Hand 52 

Final Remarks 53 

Two-Handed Euchre 54 

Three-Handed Euchre 54 

Set-Back Euchre 55 

French Euchre 56 

Lap 56 

Slam 56 

Railroad Euchre 56 

Progressive Euchre 57 

Ecarte 58 



3 



4 SOCIAL CARD GAMES. 

PAGE. 

Cribbage 60 

Dealing and Discarding 61 

The Play . 62 

Counting Up 62 

How to Count 63 

The Laws of Cribbage 65 

Three-Handed Cribbage , 68 

Four-Handed Cribbage 68 

General Advice. . . 70 

Scat 71 

Terms used in Scat ' 72 

Scale of Announcements 74 

Laws of Scat. 75 

Bezique 77 

Terms used in Bezique 77 

Laws of Bezique 77 

General Advice 80 

Sixty-Six.. 81 

Terms used in Sixty-Six 81 

The Laws of Sixty-Six. 82 

Two-Handed Sixty-Six 83 

Three-Handed Sixty-Six 84 

Four-Handed Sixty-Six 84 

Penuchle 86 

Three-Handed Penuchle 88 

Four-Handed Penuchle 88 

Casino 89 

Terms used in Casino 89 

The Laws of Casino 90 

Plays and Combinations. 90 

Calling and Building 91 

The Score 93 

Seven-Up. (All Fours \ Old Sledge) 94 

Terms used in Seven-Up 95 

The Laws of Seven-Up 96 

The Score 96 

Revoking 97 

Begging . . 97 

Three-Handed Seven-Up 98 

Four-Handed Seven-Up. 98 

Pitch 99 

Auction Pitch 99 

Sancho Pedro 101 

Pedro 103 

Dom Pedro , 103 

Double Pedro . 103 

California Jack * 104 

All Fives io5_ 

Scotch Whist 106 

Spots 108 

Tricks and Diversions 109-127 



PREFACE. 



Card playing is a standard pastime of almost universal 
prevalence. Social games of cards, played for mere 
pastime, are no more harmful than chess or backgammon; 
and the games played solely for stakes — like poker for 
instance — have been entirely ignored in arranging this 
manual. 

The present volume has been prepared with the utmost 
care. Particular pains have been taken to describe each 
game in the simplest possible language, to avoid techni- 
calities, and to make the rules short, concise and clear. 

The rules for playing the various games are such as 
have been adopted by the leading players of the present 
day. They have been thoroughly revised, conflicting or 
doubtful laws have been eliminated, and, whenever ne- 
cessary, specimen plays are" given in order that the rules 
may be clearly shown by example. 

Whist — the most popular of all games, has received 
special attention, and a number of improved leads are 
presented here for the first time. 

The introduction of new games, and the necessary 
modification of others, are features of this work. 

5 



6 SOCIAL CARD GAMES. 

A large number of new and highly entertaining tricks 
and diversions with cards are described, something never 
before attempted in a work of this kind. 

The author begs to return thanks to ail who have 
aided him in preparing this work, and especially to that 
excellent whist player — Hon. Ira D. Brown of Weeds- 
port, N. Y.— for some valuable hints and suggestions. 

If the book is deemed worthy of the labor expended 
upon it, the author will be more than satisfied. 

Charles Townsend. 



SOCIAL CARD GAMES. 

1 



INTRODUCTION. 

All games of cards are played either with a full pack 
of fifty-two cards, as in whist, or a lesser number in 
which some of the lower cards are discarded, as in 

EUCHRE. 

Previous to describing the various games it will be 
well to mention the several terms used in playing cards. 

Shuffling. — First of all the cards are shuffled — that 
is to say they are thoroughly mixed — without exposing 
the faces. Every player has the right to one shuffle, but 
the dealer has the right to the last shuffle. 

Cutting. — After the dealer has shuffled the cards he 
offers the pack to the player on his right — or to his op- 
ponent in a two-handed game — to cut. The " cut" is 
made by lifting a number of the cards — usually one-half 
the pack — and placing them under the remainder. In 
purely social games cutting is often omitted. 

Cutting for Deal. — At the beginning of play it is 
usual, if not more than four persons are engaged, to cut 
for the deal, which is done by each player lifting a few 
cards from the pack showirfg the undermost card of the 
number lifted. The one having the lowest card deals. 
Ace is low when cutting for deal. If two have equally 
low cards each must drop two or three and then the one 
showing lowest card deals. Where more than four are 
playing it is usual to deal one card to each and the one 

7 



8 



SOCIAL CARD GAMES. 



receiving the lowest card deals. In case of a tie a 
second round of cards must be dealt. 

The Deal. — After the cards have been shuffled and 
cut, th'e dealer gives one or more cards to each player be- 
ginning at the left and going regularly until the hands 
are all completed. In dealing, the cards of course are 
kept face down, so that none may know what the others 
received. 

Suits. — There are four suits — hearts, diamonds, spades, 
and clubs — consisting of thirteen cards, each beginning 
with the ace, which is the highest, followed by king, 
queen, knave, ten, nine, etc. 

Hand.— A " hand" is the number of cards dealt to each 
player. In whist and other games where a large number 
of cards are dealt, the cards should be arranged in suits 
according to their value. 

Elder Hand. — The person who plays the first card 
is said to have the elder hand or lead. 

Trick. — Beginning with the elder hand each person in 
succession plays one card and the one playing the most 
valuable card takes the trick. 

Renouncing — Is playing a card of a different suit 
from the one led. This may be done when a player has 
no card of the suit led. 

Revoking.— If a player does not follow suit when he 
could do so he is said to revoke and is liable to severe 
penalties for so doing. 

Trump. — This is the card which is turned up after each 
player has been given his hand. In games where all the 
cards are dealt out, it belongs to the dealer. All the 
cards of the same suit as the trump card are called trumps 
and the lowest card of that suit is more valuable than 
the highest card of any other suit. 



SOCIAL CARD GAMES. 



9 



WHIST. 

The regular game of whist is played by four persons 
with a full pack of fifty-two cards. 

Partners are formed by the four players dividing into 
two parties, each player sitting opposite his partner. 

Partners are chosen by cutting the cards — the two 
highest playing against the two lowest — or it may be by 
mutual choice. 

AQter the deal has been decided the cards are shuffled 
and cut. Then the whole pack is dealt out one at a 
time, beginning with the elder hand — the player on the 
dealer's left. The last card is the trump, which the 
dealer turns face upward on the table, where it remains 
until his turn to play, when he takes it up before playing 
his first card. 

When the deal is completed each player picks up his 
hand, and arranges the cards by suit in regular order. 
Then the elder hand plays a card and is followed in turn 
by the others, beginning with the players on his left. 

Each player must follow suit if he can, and the highest 
card of the suit led wins the trick. If any player cannot 
follow suit he may " throw away" — that is, play a card of 
another suit— or trump — which is to play a card of the 
same suit as the one turned up by the dealer. The 
winner of the trick now leads and is followed by the others 
as before, and this play is continued until the thirteen 
tricks are played out, when the cards are dealt as 
before and the game continues until one side has made 
the points which are u game. " 

Ace is lowest in cutting, and highest in play. After 
the ace, the cards rank in value as follows: King, queen, 
knave, ten, nine, etc., down to two, which is lowest. 

Honors. — The ace, king, queen, and knave of trumps 



ID 



SOCIAL CARD GAMES. 



are called honors. It is customary to count these in scor- 
ing as follows: The side holding four honors count four 
toward a game; three honors count two; two do not count, 
as the honors then are equally divided or " easy." When 
either side has made nine points, honors do not count. But 
when either side has made eight points and one player 
has two honors he may- — -before playing — ask his partner if 
he has an honor. If he has, he shows it, scores the two 
necessary points and of course wins the game. This can 
be done only by the player holding two honors when his 
side has scored eight points, and when it is his turn to 
play to the first trick. 

Note. — The counting of honors may be omitted en- 
tirely if players so elect. 

TERMS USED IN WHIST. 

Ace.— The lowest card in cutting; the highest in play. 

Cut. — Lifting a part of the cards — not less than four 
— and placing them underneath the others. 

Call.— Asking your partner if he has an honor. This 
can only be done when you hold two honors, have eight 
points and it is your turn to play. 

Deal — Distributing the cards one by one from left to 
right. 

Misdeal. — Giving any player too few or too many cards. 

Elder Hand. — -The player to the dealer's left. 

Establishing a Suit.— Drawing your opponent's best 
cards of any suit and thus retaining its command. 

Forcing. — If your hand contains the last cards of a 
suit and you play one of them you force the others to 
trump or " throw away. " 

Finessing. — When you wish to conceal the real 
strength of your hand by risking a lower card when you 



SOCIAL CARD GAMES. 



also have the highest, you are said to finesse. For in- 
stance if you have the ace and queen and should play the 
queen you may win a trick with it; in that event you are 
certain to make another trick— bar trumping. 

Honors. — Ace, king, queen and knave of trumps. 

Hand. — The cards dealt each player. 

Jack. — The knave of any suit. 

King Card. — The winning card in any suit. 

Lead. — The first card played in any suit. 

Long Suit. — The strongest numerical suit. 

Long Trumps. — The trumps remaining in hand after 
the rest have been played. It is always well to retain a 
trump if the hand is otherwise weak. 

Low. — -Having no points to score. 

Points. — The score of the game. 

Quarte. — A sequence of any four cards except the 
highest. 

Quarte Major. — Ace, king, queen and knave in 
sequence. 

Quinte. — A sequence of five cards. 

Renounce.— Having no card of suit led, and playing 
another which is not a trump. 

Revoke or Renig. — Not following suit when possible. 

See-saw. — Partners playing to each other; if X has no 
clubs and Y no spades, then when X plays a spade Y 
trumps and returns club, which X trumps. 

Slam. — Winning all the tricks in a round. 

Tenace. — Having the best and third best of suit 
led when last player. 

Tierce. — A sequence of three cards in one suit. 

Tricks. — The four cards played each round. 

Trumps. — Cards of the suit turned up by the dealer. 

Trumping Suit. — Playing trumps to any other suit led. 



I 2 



SOCIAL CARD GAMES. 



THE LAWS OF WHIST. 

Note.— The following laws are carefully compiled 
from the standard authorities. The rules are such as 
have been generally adopted by our leading players, 
and they have been greatly simplified in the present work. 

The Rubber. — The best two out of three games. 
Should the same partners win the two first games, the 
third will not be played. 

Scoring. — A game consists of ten points. Every trick 
above six counts one point. 

Honors. — The ace, king, queen and knave if held by 
a player or conjointly with his partner, count four. 

Any three honors count two. 

Two honors do not count. 

When the score is at nine, honors do not count. 

Honors must be claimed before the trump card of the 
next deal is turned. 

A revoke is counted first of all. Tricks next and hon- 
ors last. A mistake in scoring may be corrected at any 
time during the game. 

Cutting. — Ace is lowest. 

All must cut from the same pack. 

If more than one card is exposed in cutting, the player 
must cut again. 

Partners. — Selection of partners may be made by 
mutual agreement, or by cutting. In the latter case the 
two highest play against the two lowest. The lowest has 
the deal and choice of seats. 

If there are more than, four desiring to play all will cut, 
the four lowest having the right to the first rubber. 

If ties occur, the players must cut again. 

If a player wishes to leave a table he may if the others 
do not object, appoint a substitute. 



SOCIAL CARD GAMES. 



13 



Shuffling. — The cards must be shuffled openly, yet the 
faces must not be exposed. 

The cards must not be shuffled during the play of a hand. 

The dealer's partner collects the cards for the next 
deal, and has the first right to shuffle that pack. 

Every player has the right to one shuffle only; but if a 
card is faced or seen while the dealer is shuffling he may 
be required to re-shuffle. 

The dealer has the right to the last shuffle, but he can- 
not shuffle after the cards have been cut. 

Dealing. — The deal goes from right to left, and each 
player deals in turn. 

The first player on the dealer's right cuts the pack 
and must not leave less than four cards in either portion. 

If the dealer shuffles after the cards have been cut he 
loses the deal. 

New Deal. — A new deal is required — by the same 
dealer — if during deal or play the hand is found imperfect. 

If while dealing the dealer or his partner should expose a 
card their adversaries may claim a new deal if the latter 
have not touched their cards ; if the dealer's partner has not 
touched a card and either of his opponents expose theirs 
the dealer may claim a new deal. 

If any but the last card be exposed, there must be a new 
deal. 

Misdeal. — A misdeal loses the deal unless the dealer 
is purposely interrupted with questions, etc., by his oppo- 
nents when properly dealing. In this case should a mis- 
deal occur he may deal again. Neither does the dealer 
lose his deal if the pack is found imperfect, or if either 
of his opponents touch the cards before his partner does so. 

A misdeal occurs — 

I. When the cards are not dealt to each player one at 



14 



SOCIAL CARD GAMES. 



a time, beginning with the player on the dealer's left. 

II. When the dealer does not turn the trump card. 

III. When the pack itself is perfect and one player 
has fourteen or more cards, and any other less than thir- 
teen. 

An imperfect hand is null and void, and the dealer 
deals again. The previous score is not affected. 

Any player dealing out of turn may be stopped before 
the trump is turned, after which the game proceeds as if 
no mistake had been made, the deal of course going to 
the proper dealer. 

No player can deal, shuffle, or cut for his partner 
without the permission of his adversaries. 

If a player takes his partner's deal and misdeals, the 
deal is lost and goes to the player next to the left of the 
player who should have dealt. 

The Trump Card. — The dealer, when it is his turn to 
play to the first trick, takes the trump card into his hand 
before playing. 

Any player may inquire what the trump suit is at any 
time. 

Exposed Cards. — If two or more cards are played at 
once, the opponents have the right to order that whichever 
exposed card they please shall be played to the trick. 

But no player can be forced to play a card which would 
compel him to revoke. If a player leads out of turn and 
the other three follow him, the trick of course is com- 
pleted. But if the second or third player discovers the 
mistake before the last card is played their cards may be 
taken back, and the one who led wrongly may have his 
card called or he or his partner may be called upon to 
play any suit — either highest or lowest. He must comply 
if possible, or incur the penalty of a revoke. 



SOCIAL CARD GAMES. 



If the player has none of the suit called, the penalty is 
barred. 

Errors in Play. — The cards must be played in rota- 
tion from right to left. - ; 

If the third hand has not played and the fourth hand 
plays before his partner, the latter may be required to win 
or not to win the trick. 

Should any one play two cards to the same trick or mix 
any card with a trick to which it does not belong and the 
error escape discovery until the hand is played out, the 
offender is responsible for every revoke which he has 
made. If the error is discovered during the play of the 
hand the tricks may be counted, face down, to discover 
if any of them contain a card too many. If such is the 
case the trick may be searched, and the card restored. 
But the player is responsible for all revokes made in the 
meantime. 

Revoking. — When a player holds one or more cards of 
.the suit led and plays a card of a different suit he is said 
to revoke. His adversaries thereupon add three points to 
their score. 

This may be done for each revoke during the hand. 
No revoke can be claimed after the cards have been cut 
for the next deal. 

A revoke is counted first of all. 

Turning a trick, or playing to the next trick establishes 
the revoke. 

A player may ask his partner whether he has no card of 
the suit led; if the question is asked before the trick is 
turned the revoke is barred unless the revoking player 
answers in the negative, or unless he or his partner has 
led or played to the next suit. 

A player may discover his mistake in time to call a 



i6 



SOCIAL CARD GAMES. 



revoke. But the other players have the right to withdraw 
the cards played after him and substitute others. 

After a hand is played the claimant of a revoke may 
search every trick. 

If the accused player or his partner mix the tricks 
before they have been examined the revoke is established. 

GENERAL LAWS. 

Any player has the right to see the last trick turned up 
but no more. By mutual agreement any question may be 
left to a bystander, whose decision shall be final.. 

Partners must not consult regarding the infliction of 
optional penalties. They may, however, consult regarding 
the penalty of a revoke. 

If any player, before his partner plays, calls out that 
t the trick is his, or gives intimation in any manner of his 
proposed play, his partner may be required to play the 
highest or lowest of the suit led, or to take or not take the 
trick. 

Bystanders must make no remarks while a hand is 
being played. 

THE FIRST HAND. 

To play whist well careful attention is necessary from 
the fall of the first card. Much depends upon the lead, 
and it is well to consider the principle governing it. 

A general law applicable to the original lead may be 
stated as follows: 

Always lead from your strongest suit. Let us consider 
which is your strongest suit. Many players fall into the 
error of considering high cards superior to numerical 
strength, forgetting that twos and threes may become as 
valuable as aces and kings when the high cards in a suit 



SOCIAL CARD GAMES. 



17 



indicate numerical weakness; more than four shows 
great numerical strength. 

In leading, numerical strength is the chief consider- 
ation. For remember that your aim is to establish your 
suit which you cannot hope to do if it is numerically 
weak — unless it should happen that your partner is strong 
therein. 

Let us suppose that you have one suit of five cards 
headed by a knave, and another consisting of ace, king 
and three. If you lead from the latter your strength is 
gone as soon as you part with the ace and king, and 
the holder of numerical strength may establish the 
suit. 

There is, of course, a chance that this person may be 
your partner, but the odds are two to one against it. On 
the contrary, by leading from your knave high suit you 
may establish the suit, and if not you do not aid your ad- 
versary to establish his. Moreover, you still have the ace- 
high suit which will prevent your opponent establishing 
that suit, and may give you the lead later on. 

A common and most indefensible blunder, is to lead 
from a single-card suit. It is true that you may be able 
to make small trumps, but you are likely to sacrifice any 
high card your partner may have, beside helping to estab- 
lish your opponent's suit. Besides you deceive your part- 
ner who is apt to think you led from strength, and so 
return your lead after drawing your trump. 

Dont be too timid. I have known players to hold up a 
suit of ace, queen, and two very small cards and lead 
from say nine, eight, three, so as to have a better chance 
to catch the king of the former suit. They may succeed in 
this, but the gain is more than balanced by the loss in 
leading the weaker suit, 

2 



SOCIAL CARD GAMES. 



The lead is not always advantageous. Indeed, if all 
your suits are very weak, the lead is injurious. When 
opening a suit you are always likely to lead up to a ten- 
ace in the hands of the fourth player. But you must 
always have at least a suit of four cards, and, provided 
it is not a trump suit, this generally should be your lead. 
If you cannot harm your adversary you can at least avoid 
aiding him. 

Which card shall I lead? You have observed that it is best 
to lead from your strong suit. You are probably stronger 
than your partner; therefore as you do not wish to part 
with your high cards at once it is generally best to lead 
your lowest. Your partner, wishing to help establish 
your suit, will play his best card and if he fails to win 
the trick will force a higher card from the fourth player, 
thus clearing the suit for you. Besides, such a lead gives 
you a better chance for winning the first two tricks. In 
the first round the second hand as a rule plays his smallest 
card, leaving the trick between your partner and the 
fourth player. Then, if not trumped, you are certain to 
win the second round — supposing you hold ace — which 
you would be unlikely to do if you led ace first. Again, 
if your partner should prove to be very weak in the suit 
led, you should hold a commanding card to prevent your 
adversary from establishing it. 

Thus if you lead a small card first your partner should 
understand that it is led from numerical strength. 

Exceptions to this lead. There are two general exceptions 
to the rule of leading originally the lowest card of a strong 
suit. 

First, if you hold ace with four or more small ones it 
is best to lead ace, as it might be trumped in the second 
round, 



SOCIAL CARD GAMES. 



19 



Second, if your suit contains a very strong sequence it 
is best to lead one of this sequence to prevent your adver- 
sary's winning the first trick with a small card. 

If you hold a lead sequence — for instance, queen, 
knave, ten, it is best to lead the queen, for if the king 
lies to your left and your partner holds the ace, your 
partner will not play it first round, and thus you win two 
tricks. On the contrary, if you had led the ten, your 
partner would have played the ace, and the king would 
have been free for the next trick. 

But if you lead from an under sequence, always lead the 
lowest, as you clearly desire your partner to play his 
highest card. With an intermediate sequence of three or 
more cards it is best to lead the lowest of the sequence, 
instead of the lowest of the suit. 

SPECIMEN LEADS. 

The young player is advised to give the following 
special leads, careful study. They are all practical and 
will be found of the utmost service, not only in man- 
aging his own cards, but in forming an idea of the 
strength of the other hands from the way they lead. 

Ace, king, and others, lead king. Your partner should 
not trump, for if you had not the ace you naturally 
want your opponent to play it so that he may not hold 
the winning card of your suit. Then if your king win 
your partner is quite sure where the ace is, even though 
you have been compelled to change the suit. 

Ace, king, queen lead king, followed by queen. You do 
not begin with the latter, for if your partner had none of 
the suit he might trump it. 

Ace, king, and five small ones (as trumps) lead the same 
way. But with less than seven trumps lead the smallest. 



20 



SOCIAL CARD GAMES. 



Ace, king, queen, etc., of trumps lead the lowest of the 
sequence. 

Ace, king, knave, etc., lead king, then ace, and if the 
queen does not appear, lead the smallest next. 

Ace, queen, knave, etc., lead ace, then queen. If your 
adversary plays the king, you still remain with the best. 

Ace, queen, ten, nine, lead the nine. Having more than 
four, lead ace in any suit except trumps. In trumps lead 
the lowest of the ten-nine sequence. 

Ace, knave, ten< nine, lead ace, then knave, except in 
trumps, when you should lead nine, unless queen is turned 
up at your left, when you should lead ace, knave. 

In every other suit headed by ace, lead the smallest, 
except when you hold four or more small ones. Then 
lead ace. 

King, queen, knave, ten, lead ten. 

King, queen, knave, and one small one, king is usually led, 
followed by queen, and if ace is not played, with the 
small one, under the supposition that your partner holds 
ace. Some players lead knave instead, and this should 
always be done if you hold two small ones. 

King, knave, and others lead the lowest. 

Queen, knave, ten, lead ten. 

Queen, knave, nine % etc., lead the smallest. 

It may be put down as a general rule, that in all other 
strong suits headed by queen or knave, you should lead 
the lowest. 

In the second round of a suit, lead the winning card if 
you have it. If you have the second and third best, lead 
the former; otherwise lead the lowest. 

Opening Weak Suits. — I have previously shown that 
it is unfortunate to be forced to open a numerically weak 
suit. However, as it may happen at times, you should 



SOCIAL CARD GAMES. 



2 I 



seek to do no more damage than possible, Your aim 
must be to assist your partner, and your best chance for 
doing this, is to lead your highest card from your weak 
suit. 

If you hold a four-card suit headed with five, and a 
three card suit of ace, king, queen, the latter of course is 
the best to open; and especially if your four-card suit is 
the trump suit. But in a plain four-card suit containing 
higher cards — say a sequence headed by eight or nine — 
it is safest as a rule to select the latter. 

When opening a three-card suit lead the highest from a 
strong sequence, if you hold one. If you have no sequence 
then lead from your strongest weak suit, and, generally 
speaking, lead the lowest in this case. If, however, your 
numerically weak suit is headed by a knave or smaller 
card, play the highest. 

Never open a suit of ace and one other, king and one 
other, and queen and one other. 

It is evident that if you drop a lower card in the second 
round, your first lead was from a weak suit. Knowing 
this, your partner can play his hand accordingly 

If you secure the lead after one or two tricks have been 
played, it is usually best to follow up your original lead. 

The exceptions would appear when your partner is very 
weak in the suit, or you fear trumping. 

If you get the lead for the first time and have a very 
strong suit you had best open it. Otherwise return your 
partner's original lead. 

It is a point to lead through the strong suit of your 
left-hand opponent, and up to the weak suit of your right 
hand opponent. 

Learn to draw inferences from the fall of the cards. If 
your partner is an experienced player, you will discover 



22 



SOCIAL CARD GAMES. 



almost at the outset whether he leads from strength or 
weakness. It is always best to lead up to a weak suit in the 
hands of your right-hand adversary, as you force a high 
card from the second player, or allow your partner to fin- 
esse. When it appears that your partner has led from 
strength you should return his lead. 

If your partner leads a small card and you win with 
another small card it is evident that the strength lies 
between your partner and the second player. In such a 
case you take considerable risk if you return the lead. 
In changing your lead always select a suit from which 
your partner has not discarded, or which your opponents 
have not led; and, generally, lead the highest — if numer- 
ically weak. 

In the second round of a suit, lead the highest of a three 
suit, or the lowest of a four suit. The idea is that in the 
first instance you play to strengthen your partner as I 
have already noted, and in the second instance you orig- 
inally had strength in the four suit, and therefore you 
keep what power you can in your hand. 

Exceptions to above: First, if you hold the winning card 
always return it, as it might be trumped in the next round. 
Second, if you hold the second and third best, return 
the highest. 

Most of the foregoing hints apply to original leads. 
But the principles laid down, may be followed at all 
times; though of course as the hand proceeds the play 
must be modified by circumstances. 

THE SECOND HAND. 

The general rule is that in the first round of a suit, the 
second hand should play his lowest card. 

It is supposed that the first player has led from his 



SOCIAL CARD GAMES. 



2 3 



strong suit, and if you have a high card of that suit and if 
you play it second hand you lose the command of your 
adversary's suit, which you should never do, if you can 
avoid it. 

Always play one from a sequence of high cards, for if 
you pass the trick at such a time, the third hand may win 
with a very low card, or else force a high one from your 
partner. 

With more than three cards of the suit always pass a 
small card led ; for, even if it should force a high card from 
your partner you will come in with your strong cards after 
the second round. 

When you throw away always drop your lowest card. 

It is a common error of young players to imagine that 
if they hold only low cards, it makes no difference which 
they play. To an observant partner it makes a great deal 
of difference. Supposing you hold a seven and a three, 
and the eight is led. If you throw the seven first and 
afterward the three, your partner is likely to consider it 
a signal for trumps, and may lead right into your adver- 
saries' hands. It is true that the signal for trumps is 
usually seen in throwing away an unnecessarily high card 
first, but the principle is the same in either case. 

The same hint applies to sequences. If you hold ace 
and king, and queen is led you should play the king. 
Your partner at once knows that you hold ace also, for 
queen is not led from ace, queen, etc., and if the third 
player held ace he would have played it; therefore the 
fourth player — your partner — not having it himself knows 
that you must have it. This valuable information would 
have been lost, had you played ace instead of king 

These two suggestions apply equally well to the third, 
ancl fourth hand, 



24 



SOCIAL CARD GAMES, 



If a small card is led, and you hold a high one and a 
low one of the suit, play the latter as a rule. Otherwise 
you expose your weakness, and the original leader is able 
to finesse in the second round. 

The above rule is not iron bound, as exceptions occur 
now and then. Sometimes, for instance, it is highly nec- 
essary for you to get the lead, as in case you want to stop 
a lead of trumps; or, having ace and one small one if one 
trick saves a particular point, and strength in trumps is 
against you, play the ace. 

Again, if you turn up king or queen, and have only 
one other trump, play the turned up card second hand. 

If you hold king or queen of trumps and one other, 
and a higher trump is turned up on your right, play the 
king or queen. If the superior card is turned up on your 
left do not play king or queen second hand. If your 
partner turns up ace or king and you hold queen and a 
smaller one, play the latter. 

If ten is led and you hold queen and two others, play a 
small one; with queen and one small one, play the queen. 
If you hold knave and small ones, play one of the latter 
if ten is led. 

If queen is led and you hold ace and ten, play the ace. 
In plain suits if you hold the winning card, second round, 
always play it. But if you have numerical strength in 
trumps backed by a fairly good hand, pass the hand if 
trumps lead. Thus you give your partner a chance to 
win with the third best trump, while you still retain com- 
mand of the suit. 

PLAYS FOR SECOND HAND. 

Ace, king, knave, play king. 

Ace, king, etc, put on king unless trumps lead, when it 



SOCIAL CARD GAMES. 



2K 



is usually best to pass the first trick. But if you hold 
queen also, take the trick, even if trumps lead. 

Ace, queen, knave, play knave. In trumps, with king 
turned up on your left, play ace. 

Ace, queen, ten, if plain suit is led, play queen. If trumps 
lead, play ten. 

Ace, queen and small ones play ace, provided knave is led 
by a good player, as you may be certain he does not hold 
king. Otherwise put on your smallest. Toward the 
close of a hand this rule may require modifications as it 
may be that the leader holds king. 

Ace, knave, ten and small ones play the smallest except 
trumps lead t then play ten. In plain suits the king is led 
from king, queen and small ones; therefore if a small 
one is led from a plain suit it is evident that either king 
or queen is in the third or fourth hand. 

Ace and four small ones, pass the first trick unless the 
game is at a critical point. For instance, if you have 
taken six tricks and your adversaries stand at nine, you 
can take no risk but you must force the odd with your 
ace, even though your partner may hold the next best. 

This is assuming of course that you have been unable 
to draw inference from the fall of the cards. 

King, queen, and others, play queen. In trumps gener- 
ally play the smallest. 

THE THIRD HAND. 

Remember that your partner has probably led from his 
strong suit, and in that case wants to get the winning 
cards out of his way; consequently play your highest card 
first round. 

On the contrary if you hold high cards of the suit led — 
say ace, queen, knave, etc., you do right to finesse. And 



2b 



SOCIAL CARD GAMES. 



if it is probable that your partner has led from weakness 
you may even pass the lead entirely rather than lose the 
entire command of the suit. Thus you will not put the 
queen (if that is your only honor) on your partner's ten, 
nor would you play ace on your partner's queen. So with 
ace, knave and one small one, should the original lead be 
ten you would pass it. But if ten is led and ace is your 
only honor, play it. 

Your strength in trumps must guide you in regard to 
finessing, when you have a fairly strong hand in the suit 
led. Supposing you have an average hand backed by say, 
four trumps; your partner leads knave and you hold ace, 
king and small ones; in this case — having four trumps— 
you may pass the knave — but with three trumps it would 
not be safe to do so. 

Should you, in the second round, have the best and 
third best of the suit, and also be strong in trumps, it is 
usually best to finesse. With second and fourth best 
always do it, because it is almost certain that the winning 
card is in the fourth hand, as neither your partner or the 
second player has dropped it. And the tenace is sure to win 
if the third best also lies over you, so of course your only 
chance is to finesse. For instance, you lead the three and 
your partner wins the trick with king, returning the four. 
You still have queen, ten, and a small one. You know 
that the ace must be to your left, therefore, play the ten 
which will force the ace (unless the fourth hand has 
knave also) leaving you with the best. 

If your right hand adversary is palpably weak in any 
suit, it is useless to finesse against him, with few excep- 
tions. Thus, your partner leads a small one; second 
hand renounces; you hold king and the two small trumps, 
now if you need one trick to win, play a small trump, 



SOCIAL CARD GAMES. 



2 7 



thus forcing the fourth player to lead up to your king 
guarded, thereby assuring you the necessary trick. 

The play of the third hand, particularly finessing, 
depends to a large extent upon circumstances. The var- 
ious combinations that arise as the game proceeds, 
render it impossible to give more than a general outline 
of play. The complications are so numerous and varied 
that your own judgment, based upon the score and infer- 
ences arising from previous play, is your only guide. 

THE FOURTH HAND. 

Generally speaking, the fourth player has only to win 
the trick= — if it is against him — therefore the play of this 
hand requires no further consideration. 

There may be occasional exceptions to this general 
rule. Sometimes it may be necessary for the fourth 
player to pass the trick, even though he could take it; and 
he may even find it necessary under certain circumstances 
to win his partner's trick in order to secure the lead. 

But these exceptions depend almost entirely upon the 
previous fall of the cards; therefore it is obvious that the 
player's own judgment is the only possible guide in deter- 
mining these exceptional plays. 

TRUMPS. 

In the previous pages I have frequently mentioned, in a 
general way, the proper management of trumps. But the 
subject is one of such prime importance, and withal 
so difficult to master, that it deserves special discussion 
and the most exhaustive study. 

At the outset it is well to remember that if you are very 
strong in trumps you play them exactly like plain suits, 
bearing in mind that the principles involved differ in no 



23 



SOCIAL CARD GAMES. 



way from the suggestions already made. The only modi- 
fication is that of detail — such as leading a low card 
where otherwise you would lead a high one — or in other 
words, playing a more backward game. If you hold ace, 
king and several small ones lead, one of the latter. You 
thus retain command of the suit and even if you lose the 
first trick through weakness of your partner you will 
scarcely be harmed, as your adversary will be forced to 
immediately open a suit to you or your partner. 

The general use of trumps, however, may be summed up 
as follows: To weaken your adversaries so that they can- 
not trump your strong cards, and to trump your opponent's 
high cards. 

Good players always endeavor to establish a suit, to 
draw their opponent's trumps, retaining either the long 
trump or a sure winner with which to gain the lead. 

When you hold five or more trumps lead out at once 
without hesitation. You need not wait to establish a 
suit, for you are almost sure to disarm your adversaries 
and retain the long trump. 

The thoughtless player will doubtless ask why he should 
lead trumps without he has a strong suit as well. Of 
course you cannot make tricks if you and your partner 
are both weak. However, your partner is likely to hold 
one good suit out of the three, and by leading from 
strength in trumps you are apt to bring it in for him, when 
you get the lead with the long trump. 

With less than five trumps it is unsafe to lead, as you 
are likely to leave your opponent with the long trump. 
With only four trumps it is better to endeavor to establish 
your strong plain suit, and if successful, you may then 
usually venture a trump lead. 

Finessing may be tried more freely in the second and 



SOCIAL CARD GAMES. 



2 9 



third round of trumps than in plain suits, because in the 
latter, if unsuccessful, your best may afterward be trumped. 
Besides this, by finessing you keep the winning trump 
and so get the lead after the third round — a matter of 
vast importance when you have a suit established, and 
hold only four trumps. 

When your partner leads a trump you should, as a rule, 
return it immediately. An exception to this may be when 
he leads from weakness. 

Sometimes you will find one of your opponents with- 
out a trump. In that case it is best to establish your 
long suit instead of drawing two trumps for one, espec- 
ially as the other adversary may be very strong in trumps. 
And you may be sure that if such is the case he will lead 
trumps so that he may draw two for one. 

If your partner renounces trumps it is frequently your 
best play to strive to weaken your opponents by contin- 
uing their trump lead. 

The signal for trumps. When you desire that trumps be 
led, play a high card to your adversaries' lead, and 
when the suit is returned, continue with a small one. 
Bear in mind, however, that it must be a needlessly high 
card that is played first or the signal may be misunder- 
stood. Thus with knave, ten and two, or some other 
small one, it is usual to play the ten second hand on a 
small card. Then when the two comes in the next round 
it is not a signal for trumps unless your partner is unus- 
ually bright; for safety when asking for trumps second 
hand — holding above cards — it is best to play the knave 
first. 

If your partner signals for trumps and you have only 
two or three, play the highest first; but with four or more 
play the lowest, excepting you have three honors or a 



30 



SOCIAL CARD GAMES. 



three sequence, headed by queen. Bearing in mind that 
your strength in trumps should be used to weaken your 
adversaries, you will not — when second hand — trump, 
when strong in trumps a card which your partner may be 
able to take. Here is where a great deal of poor playing 
is seen. Weak or careless players are prone to pass a 
doubtful card if weak in trumps. Yet this is just the time 
for the second hand to trump. Your little trump will 
then make a trick when later on it would be drawn by 
the strong hand of your opponent. On the contrary you 
should not trump a doubtful card when strong in trumps 
as you weaken your hand, and lessen your chance of 
bringing in a suit. 

From the foregoing you will see that it is best to throw 
away, as you thus inform your partner that you are strong 
in trumps and by discarding from your weakest suit you 
give your partner additional information. 

There are some players who carry this to absurd limits, 
always refusing to be forced by a winning card when 
strong in trumps. If you see that your partner intends 
to force you, then take it for granted that he is strong in 
trumps and accept the force. Do the same, if you find 
that your right hand adversary commands the suit, or if 
you believe your left hand adversary is strong in trumps. 

It need scarcely be said that if your partner is an un- 
sound player, there is no use in refusing to trump, for he 
will very likely keep forcing you. In such an emergency 
you had better drop all attempts at fine play, and make 
tricks whenever possible. 

And here comes another point, which poor players 
rarely see. It is a positive advantage to force a powerful 
trump hand held by your adversary, as you thus head off 
his trumps from bringing in a suit. • 



SOCIAL CARD GAMES. 



31 



Let us suppose that you lead king from king, queen, 
etc., your adversary passes the suit and your king wins. 
Very well. You hold the winning cards, so continue 
leading them. A poor player often makes a mess of this 
by immediately leading trumps if his adversary declines 
to be forced. He dislikes to -see his winning cards 
trumped, so he leads trumps himself, when his opponent 
refuses to be forced, and thus plays right into his oppo- 
nent's hands. 

It is unwise to force a weak adversary. And to lead a 
suit to which both opponents renounce is foolish, because 
the stronger gets rid of a losing card, and the weaker 
trumps. 

If you are strong enough in trumps to disarm your 
adversaries, you may force your partner; but if you are 
weak in trumps you should never do it. Otherwise you 
weaken him and allow your opponents to bring in their 
suit after drawing all the trumps. There are one or two 
exceptions to the last rule which maybe taken in an 
emergency. When one trick saves the game or when 
great strength in trumps appears against you, it may be 
advisable to force your partner, even though weak. 

THE COMMAND OF SUITS. 

It is evident that you should always endeavor to hold 
the command of your opponent's suit and get rid of the 
command of your partner's suit. First, because you 
wish to prevent your adversary from establishing his suit, 
and second, you want to clear the suit for your partner. 

Supposing that your partner leads a suit of which you 
hold ace and queen only. Now if you win with the queen 
play out ace at once. On the contrary you will retain 
the ace if the suit is led by your adversary. Poor players 



3* 



SOCIAL CARD GAMES. 



often lead the winning card of their adversaries' suit in 
the expectation of trumping the next round — which is 
exactly what their adversaries desire, as it helps them to 
bring in their suit when trumps are out. 

When your partner leads from a strong suit of which 
you have command, you can properly get rid of that com- 
mand only by carefully noting the previous fall of the 
cards. Thus, if your hand contains two hearts, ace and 
a small one, and a couple of losing spades. Hearts have 
not yet been led, but your partner has nothing else, and 
leads the king. You should take it with the ace and 
return the small one. You are then sure of two tricks, 
and perhaps will make three or four. An unsound player 
would pass the trick and after the next round would have 
only the losing spade to lead. Thus he could win only 
two tricks anyhow, whereas by winning his partner's king 
he has an excellent chance to win three or four. 

If your partner has the command of your suit you may 
help him get rid of it by leading the lowest of a sequence. 

Underplay. A frequent scheme with shrewd players is 
to lead a low card, though holding the best, and thus 
endeavor to secure the entire command of a suit. This 
is termed underplaying, and often succeeds, especially 
against players, w T ho are not on their guard against the 
manoeuver. 

It is only by closely following the run of the cards that 
underplay can be made successful. 

For instance, your partner learns that you are strong in 
trumps, and leads a small one — say the seven. The 
second player puts on king and you hold ace, queen, ten, 
nine, eight. You know now that seven must be your 
partner's best trump as only the knave is out, and your 
partner if at all wise, would never lead seven, if he held 



SOCIAL CARD GAMES. 



33 



knave. As the second player put on king you know in 
all probability that the knave must be held by the fourth 
player. You win the trick with ace, and then underplay 
by leading the eight. This will doubtless win the trick, 
and you will win the knave in the next round, unless the 
fourth player originally held four trumps. 

From the above it will be seen that if the fourth player 
held knave singly guarded his only chance was to play it 
on your eight. 

Holdi?ig up, or in other words refusing to play the win- 
ning card in the first and second rounds of a suit, is 
simply underplay. 

Thus, if you hold the last trump, together with ace 
and four small ones of a suit not led, and your opponent 
leads king and queen of that suit, pass them both. You 
will thus stand an excellent chance to win three tricks in 
the suit. 

DISCARDING. 

As a rule, when you are unable to follow suit, you 
shold discard from your weakest suit. Indeed, I may say 
that with rare exceptions, you should always follow this 
rule. 

Discarding weakens a suit. But a suit that is already 
weak is scarcely injured by a discard; and, as previously 
stated, your original discard, being from your weakest 
suit, conveys valuable information to your partner. 

Sometimes when playing a defensive game you may be 
forced to discard from a strong suit. For instance, if 
you are weak in trumps,you should guard your high cards 
and throw away from your best protected suit or from 
your long suit. With a single card it is often best to keep 
it in hand, for if it is your partner's suit it enables you to 
give it to him when you get the lead, and if it is your 



34 



SOCIAL CARD GAMES. 



opponent's suit it avoids exposing your weakness in the 
first round. But if you or your partner are strong in 
trumps it is best to unguard an honor, particularly if you 
are strong enough to lead trumps. 

If in the next round your left-hand adversary shall have 
the lead, it may be that he will lead up to a suit in which 
you hold a tenace if you discard from that suit, imagin- 
ing it is your weakest. You in turn must have your eyes 
open for a similar trick on the part of your right-hand 
adversary, and exercise due caution about leading a suit 
from which he has discarded. 

You may judge of this by the run of the cards. If the 
discard is made by a player who has been playing a 
strong game it is very likely that the discard is from a 
weak suit. On the contrary, if the person discarding 
has not shown much strength the chances are that he is 
seeking to guard or conceal his weakness. 

CONVEYING INFORMATION. 

The experienced player understands clearly the great 
advantage gained by playing so as to inform his partner 
of the strength of his suits. The young player is often 
puzzled over this question. He sees, for example, that 
by following the general rule of leading a strong suit or 
discarding from a weak suit, the whole table knows 
where his strength or weakness lies. He argues that 
both his opponents get the same information as his partner 
and consequently imagines that no information can be 
conveyed except at a disadvantage to himself. This 
might be true if his adversaries could see his entire hand 
or knew what his partner held ; but as this is impossible the 
information benefits them far less than the novice sup- 
poses 



SOCIAL CARD GAMES. 



35 



Of course you should not make your weakness in any 
suit known so long as you can avoid it. If you are 
obliged — as you may be now and then — to lead from a weak 
suit, the best thing you can do is to lead your highest. 
When your smaller card falls in a succeeding round, your 
partner, knowing your weakness, will rely on himself and 
will be free to play the hand in any way he pleases with- 
out regard to you. This, at critical times will enable 
him to save a number of tricks which would probably be 
lost if he relied on you for help. 

A player who follows the regular play, such as leading 
originally from his strongest and discarding from his 
weakest suit, leading the highest of a sequence, etc., will 
soon become known as a steady, reliable player. There- 
fore by adopting this course you will play at least a 
respectable game, and if your partner is a skilled player 
he will be able to execute many fine strokes as he can 
infer with great exactness where any particular cards may 
be held. 

It is understood of course that you should always win a 
trick as cheaply as possible. You would not waste a high 
card like ace or king when you might capture the trick 
with the nine. But where you are the fourth player and 
hold winning cards of equal value — say nine and ten — you 
may think it makes no difference which you play. Yet as 
the principle remains the same you should follow it out 
by playing the nine. 

Another thing: If you win a trick with the highest card 
and return the lowest, your partner will naturally infer 
that you have the intermediate cards. 

If you wish to convey the information that you have 
the entire command of a suit you may do so by discarding 
the highest card of that suit. Your partner will know that 



36 



SOCIAL CARD GAMES. 



you would not discard a winning card so long as your 
hand contains a losing one. 

When you have the deal and find yourself very weak 
in trumps, while your opponents are correspondingly 
strong, play the turn-up card quickly, which will puzzle 
your opponents to decide whether you hold any more. 
Otherwise it is best to keep the turn-up card in hand as 
long as possible. 

Always allow a certain degree of latitude when draw- 
ing inference, as good players sometimes deceive purposely, 
while poor players often do so without knowing what they 
are about. 

DRAWING INFERENCES. 

In the foregoing pages, frequent mention has been made 
of certain inferences which may be adduced from the fall 
of the cards. ,The following are specially important, and 
it would be well for the young player to fix them in his 
memory. Every sound player thoroughly understands 
the necessity of carefully observing the fall of the cards 
and the player who fails to do it can never rise above 
mediocrity, 

If the second player trumps early in the hand, you may 
know that he holds few trumps. 

An original discard indicates a weak suit. Having 
exhausted your trumps do not play a suit from which your 
partner has thrown away, because unable to follow your 
trump lead. Sometimes he will discard from more than 
one suit, and in that case, if obliged to play either of the 
two let it be the one from which he last threw away. 

When a high card is led — excepting the ace — you may 
infer that the next best is in the same hand. 

In the first round of a suit if the second hand plays the 



SOCIAL CARD GAMES. 



37 



ace, you may infer that it was his only card, or else that 
he is very strong in that suit. 

Should the first hand play king and then stop, you may 
conclude that he also holds ace and knave. 

When your partner plays a forcing card to you it is 
evident that his hand contains four trumps at least. 

A player shows a desire to have trumps led by refusing 
to trump a winning card. 

When the fourth player captures a trick with a high 
card and then leads a lower one, which would have taken the 
trick, he holds the intermediate cards. For instance, if 
he wins the six with the king, and then leads the ten, you 
may conclude that he also holds the queen and knave. 

It is practically impossible to explain the ever vary- 
ing combinations arising in this greatest of all card 
games. But the general principles laid clown in this 
work are sound, and their application will be found 
entirely feasible in a vast majority of cases. 

The theoretical application of whist is to play your 
hand so as to gain every possible advantage, to help your 
partner, and to obstruct, confuse and weaken your ad- 
versaries. 

If this knowledge is backed by a good memory, close 
attention, power of analysis and ability to read character, 
you should, with practice, become an expert and reliable 
player. 

FRENCH WHIST. 

This is a variation of the regular game. It is played 
exactly the same as the regular whist, with a few excep- 
tions. 

The game consists of forty points to the game instead 
of ten. 



38 



SOCIAL CARD GAMES. 



Honors always count for those who win them. 

The ten of diamonds counts ten in the game for those 
who win it. It is played the same as any other card, 
being a trump only when diamonds are trumps. Naturally 
it requires much skill to win this card. 



CATCH THE ODD. 

This is a game for two persons, and is played with a 
pack of fifty-two cards which rank as in whist. 

The deal is decided by cutting. The lowest deals first, 
and afterward the deal is alternate. 

Ace is low in cutting. 

Thirteen cards are dealt, one at a time alternately to 
each player, beginning with the eldest hand, and the next 
card is turned up for trump. A misdeal loses the deal. 

The eldest hand leads and the tricks are played under the 
same rules as in the game of whist, except that if a player 
should revoke he loses the game — provided that the trick 
has been turned. 

The game is won by the player who first captures 
seven tricks. 



EUCHRE. 

Euchre is played by four persons, with thirty-two cards 
— all under the seven being thrown out. 

Partners are decided by dealing and turning one card 
to each player, the two lowest being partners. 

In euchre the cards are valued as in whist, except 
that the knave of trumps is called the " right bower," and 
outranks all the other cards. The other knave of the 
same color is called the " left bower," and ranks next to 
the right bower. Thus if clubs are trumps the knave of 



SOCIAL CARD GAMES. 



3? 



clubs is the highest card, and the knave of spades the 
next in value. Then the ace, king, queen, ten, etc., of 
clubs follow in order. But when clubs are trumps the 
knaves of hearts and diamonds rank no higher than in 
whist. 

The first deal is decided by cutting, and goes to the 
player who cuts the lowest card. After that each player 
deals in rotation from right to left. 

The cards are dealt by giving the player at the dealer's 
left two cards and so on to the others, after which three 
additional cards are dealt each player in the same order. 

This regularity must be strictly observed. 

When the dealer has given each player five cards in the 
manner described, he turns up the top card on the pack, 
which becomes the trump. 

The game is won by the side first making five points. 

Three tricks must be taken to score one point; and if 
either side wins all the tricks it makes a march, which 
scores two. 

After the trump is turned the first player to the dealer's 
left examines his hand and decides whether he will " pass" 
or " order it up." If he thinks he holds strong enough 
cards to win three tricks he " orders it up" and the dealer 
is required to discard one from his hand and take up the 
turned card, which remains the trump. But if the eldest 
hand concludes that his cards are not strong enough to 
risk ordering it up, he will say, "I pass." In that event 
the dealer's partner decides whether he will pass, or 
"assist." Should he think that with the aid of the card 
turned by his partner he can make three tricks he 
will say, "I assist," and the dealer takes up the card 
after discarding one from his hand. Should he pass, then 
the third player passes or orders it up the same as eldest 



4° 



SOCIAL CARD GAMES. 



hand. If all three pass, then the dealer decides what 
he will do. If with the aid of the turned card, he thinks 
that he can take three tricks he says, "I take it up," 
which he does after discarding his weakest card — placing 
it underneath the pack. The card which he picks up of 
course remains the trump. It is not customary for the 
dealer to place the trump card in his hand until after the 
first trick is won, although of course he may play it if 
necessary. If the dealer doubts his ability to win three 
tricks he says, " I turn it down," and places the turned 
card face down on the pack. 

If all pass and the dealer turns it down then the eldest 
hand has the right to name any suit trump except the 
one turned down. If he does not wish to make the trump 
he passes again, and thus it goes around to each player. 
Finally, if all the players, including the dealer, decline 
to make the trump, the deal passes to the eldest hand. 

After the trump is picked up or made, the eldest hand 
opens the game by playing a card; the others follow, and 
whoever plays the highest card, wins the trick, and then 
leads himself. Thus, the game proceeds until the five 
cards in each hand are played. 

Each player must follow suit, if he can, under penalty 
of losing two points. If a player cannot follow suit he 
may throw away a losing card, or trump if he chooses. 

If any player orders up or makes a trump, or if the 
dealer takes up the trump from choice and fails to win 
three tricks, he is said to be " euchred" and the opponents 
score two points. 

TERMS USED IN EUCHRE. 

Assist. — If the eldest hand passes the trump turned by 
your partner and you think your hand is strong enough to 



SOCIAL CARD GAMES. 



4* 



take three tricks you say to your partner: "I assist.'* He 
must then discard his poorest card and take up the trurnp. 

Bower.- — The knave of the trump suit; also of the suit 
of the same color. 

Bridge. — When you are four and your opponents one or 
two always order it up when eldest hand, unless you hold 
the right bower or left bower guarded. Thus you prevent 
your opponents going it alone and scoring four. 

Court Cards. — The bower, king and queen. 

Crossing the Suit. — Making a trump of a different 
color from the card turned by the dealer. 

Cutting.- — Same as in whist. , 

Calling. — Making a play that draws an exposed card. 

Dealing, — Giving five cards to each player, beginning 
with your left-hand opponent. The cards are dealt in 
two rounds, first two, then three. 

Discard. — When the dealer " takes it up" he previously 
takes the least valuable card from his hand and places it 
under the pack face down. 

Eldest Hand. — Same as in whist. 

Euchre. — The side which fails to take three tricks 
after ordering up, taking up or making the trump, is said 
to be " euchred" and opposite side scores two points. 

Finesse. — This is when a player holds best and third 
best trumps and plays the latter first, assuming that his 
partner holds the second best, or that his opponents do 
not. 

Forcing. — Leading a suit of which your opponents 
hold none, thereby forcing them to trump or lose the trick. 

Lay Suit. — Any suit except trump. 

Left Bower. — The knave of the same color as the 
trump suit. Thus if hearts are trumps the knave of dia- 
monds is left bower. 



42 



SOCIAL CARD GAMES. 



Lone Hand.— A hand strong enough to win five tricks 
if its holder plays alone. 

Making the Trump.— Making a new suit trumps after 
the dealer has turned down the trump card. 

March. — When one side takes five tricks. 

Next in Suit. — Making the trump of the same color 
that was turned down. 

Ordering it Up. — Requiring the dealer and his 
partner to play the trump as turned. 

Partner. — The one who plays with you against the 
others. 

Pass. — Refusing to order it up or to assist. 

Pass Again. — Refusing to name a new trump after the 
first has been turned down. 

Playing Alone. — To play a hand without your 
partner's assistance. 

Point. — One of the five necessary to win the game. 

Revoke. — Failing to follow suit when your hand con- 
tains one of the suit led. 

Right Bower. — The knave of trumps. 

Ruff, — To trump a suit other than trumps. 

Score — The points won in a game. 

Slam. — Winning the game before your opponents have 
made a point. 

Taking it Up. — This is when the dealer, after the 
rest have passed, discards one from his hand and replaces 
it with the trump turned. 

Tenace. — When the last player holds the best and 
third best of the cards out. 

Throw Away. — Playing a losing card when you can- 
not follow suit, and do not wish to trump. 

Trumps. — Cards of the suit turned, or made the com- 
manding suit. 



SOCIAL CARD GAMES. 



43 



Turn Down.— The trump card which the dealer turns, 
face downward— after all have passed, provided he does 
not wish to take it up. 

THE LAWS OF EUCHRE. 
Scoring. 

A game consists of five points. 

If the side that orders up, takes up or makes a trump; 
win: 

Five tricks, two points are scored. 
Three or four tricks, one point is scored. 
On the contrary, if they fail to win three tricks they are 
euchred and their opponents score two points. 
If a player decides to play it alone, and wins: 
Five tricks, he scores four points. 
Three or four tricks, one point. 

But if he is unable to win three tricks he is euchred 
and his opponents score two points. 

The penalty for revoking must be considered first of 
all. 

All errors in counting must be corrected before the 
next deal is finished. 

SHUFFLING AND CUTTING. 

Each player should cut for the deal at the outset, and 
the lowest deals. Should there be a tie, the parties tied 
cut again. 

Those cutting the two highest cards play against the 
two lowest. 

In cutting, the cards rank as in whist. 

Any player exposing more than one card must cut 
again. 



44 



SOCIAL CARD GAMES. 



Any player may shuffle the cards once in each hand, 
but the dealer has the right to the last shuffle. 

The cards are cut by the dealer's right hand opponent 
— the dealer placing the pack on the table for that 
purpose — who must neither remove nor leave less than 
four cards. 

DEALING AND DISCARDING. 

After the first hand the deal passes to the left. 

The dealer, beginning with his left-hand opponent 
must give five cards to each player, dealing first two and 
then three to each. If this regularity in dealing is not 
observed, the dealer's opponents may claim a misdeal, 
provided that neither of them have seen their own hands. 
A misdeal forfeits the deal, (itote exception). 
A misdeal occurs: 

I. When too few or too many cards are given any 
player. 

II. When the cards are dealt irregularly. . 

If a misdeal is caused by the dealer being interrupted 
by his adversaries, the deal is not forfeited. 

If either of the dealer's opponents touch their cards 
during a deal, and his partner has not done so, he is 
exempt from the penalty of misdeal, should one occur. 

The dealer may be required to make a new deal if, 
while dealing, he or his partner expose a card, provided 
the adversaries have not touched their cards. 

Should an opponent display a card dealt, the dealer 
has the right to make a new deal, provided he and his 
partner have not examined their cards. 

A pack containing more or less than thirty-two cards is 
defective, and the deal is void; but the points previously 
scored are good. 1 



SOCIAL CARD GAMES. 



45 



A deal made out of turn holds good if not discovered 
before the dealer discards, or the eldest hand leads. 

The dealer must discard one card from his hand^ and 
take up the trump card unless he turns it down. The 
eldest hand must not lead until the dealer's discard has 
been placed under the pack. If he does the dealer may 
change the proposed discard for another or play alone if 
he choose; and the card led must not be recalled. But 
after the dealer has completed his discard he cannot take 
it back. 

The dealer after discarding, must leave the trump card 
on the pack until ready to play it on a trick. After that 
any player has the right to ask which is the trump suit, 
and the dealer must tell him. 

A player who plays with more than five cards, or the 
dealer who neglects to discard and fails to state the fact 
before three tricks have been turned, cannot count any 
points made in that deal, and the deal is lost. But if the 
adversaries win, they may score all points they have 
made. 

Revoking. — Whenever a player revokes, his opponents 
may add two points to their score. 

When a player revokes his side cannot count any points 
made in that hand. 

A player may correct a revoke before he or his partner 
plays again and the only penalty is the cards are exposed 
and liable to be called. 

If the partner of the player who has corrected a revoke 
has played he cannot change the cards, although the 
adversary may withdraw his card, and play another if he 
desires. 

Should both sides revoke, neither loses, but a new deal 
must be had. 



4 6 



SOCIAL CARD GAMES. 



If adversaries mix their cards in any manner when a 
revoke is claimed it will be taken as proof,and the claim- 
ants will exact the usual penalties. 

A revoke must be claimed before the cards are shuffled 
for a new deal. 

PLAYING OUT OF TURN. 

Should a player lead out of turn his opponents may 
require him to withdraw his card and the lead may be 
ordered from the proper player; the card which was led 
improperly may be treated as an exposed card, and called 
at any time duirng the hand — if a revoke is caused by so 
~ doing. 

Exposed cards are as follows: 

I. Cards led out of turn. 

II. Cards shown by accident or design, so that an 
adversary can name them. 

III. Two or more cards played at once. 

IV. Any indication that a player holds a certain card 
in his hand. 

A lead out of turn stands good provided all the others 
play to it; but if the others have not all played to the 
trick their cards may be taken back without penalty — 
the leader's card only being suject to call. 

If a player throws his cards on the table, face up, under 
the belief that he can take every trick or for any other 
reason, his opponents may call every card thus exposed. 

A card played out of turn may be ordered withdrawn 
and moreover may be called at any period of that hand, 
pvovided it does not force a revoke. 

ORDERING UP OR PASSING. 

With few exceptions no careful player orders up the 
trump without he is quite sure of winning three tricks. 
And even then it is sometimes best to pass. For instance: 



SOCIAL CARD GAMES. 



47 



Hearts are trumps, and you are the eldest hand. You 
hold both bowers, the king and two large diamonds. You 
could make a point without doubt by ordering it up, but 
you should pass instead. Then if the dealer's partner 
assist, you can euchre him and secure two points, and if 
the dealer turns the trump down you can make it dia- 
monds, play alone and very likely make four points. 

Again, supposing that clubs are trumps and you are 
eldest hand. You hold, say, the right bower, ace and ten, 
and the queen of spades. You should pass. 

If the trump is taken up you will probably euchre your 
opponents and if it is turned down, you can make the trump 
next in suit with a fair chance of scoring a point. On the 
contrary, when each side has scored four points and the 
eldest or third hand has fairly good trumps with nothing 
better in any other suit it would be best to order up the 
trump, because if it is turned down your only chance is 
gone and even if you are euchred your opponents would 
probably win if the trump were made in another suit. 

Usually the eldest hand will not order up unless he 
holds strong trump cards like the right bower, king and 
ten with an ace of another color. 

The dealer's right hand adversary should never order 
up the trump unless he holds a powerful hand, as his 
partner generally shows weakness by passing. 

ASSISTING. 

When your partner deals and you think that with the 
help of the turned card you can take three tricks you 
" assist." When the game stands four to four and the 
eldest hand passes it is evident that he is very weak, and 
therefore you may assist, even with a poor hand. At other 
times it is unwise to assist unless you hold at least a couple 



4 8 



SOCIAL CARD GAMES. 



of court cards, though you should usually do so when you 
can take two tricks. 

If you deal and your partner assists and you hold the 
next higher or lower card to the one turned, always play 
it as soon as possible. Thus if the king is turned and you 
hold ace or queen, play the ace or queen, whereby you 
inform your partner that you hold a strong hand. If your 
partner assists and you hold a sequence of three trumps — 
including the turned card — and if the latter is the lowest 
of the three — always play the highest first, thus informing 
your partner that you hold the remainder of the sequence. 

TAKING UP THE TRUMP. 

When the score stands four to four you may risk taking 
up the trump card on a weak hand rather than let your 
opponents make the trump. The same rule holds good 
when they are four to your one or two. But at other times, 
especially when the score is three to three, you should have 
a strong hand — at least three trumps, including two court 
cards, together with an ace of another suit, before taking 
up the trump, for if euchred then you lose the game. When 
you are four to your opponents' one or two it would be safer 
if your hand is weak to turn down the trump and pass the 
deal. Desperate chances should never be taken except at 
critical times. 

Yet over-caution is to be avoided. It is possible to 
euchre any one holding less than both bowers and ace; 
therefore some chances must be taken in almost every 
hand. The careful player will make the suggestions 
made above and play accordingly. 

MAKING THE TRUMP. 

If the dealer turns down the trump the eldest hand may 



SOCIAL 'CARD GAMES. 



49 



name any suit he pleases for trump — excepting of course 
the one just turned down. 

In making the trump it is best whenever possible for the 
eldest hand to make it next in suit, that is of the same 
color as the trump turned. Supposing that the dealer has 
turned down a club; it is fair to presume that neither he 
nor his partner hold the bowers; therefore by making it 
next (that is spades) a comparatively weak hand would win. 

The dealer's partner necessarily would cross the suit 
and make the trump either hearts or diamonds, knowing 
that the dealer must be stronger in red than in black cards. 

You should rarely make the trump unless you are eldest 
hand or the dealer's partner; and when your adversaries 
have scored three points be sure that you have a com- 
manding suit before making it. 

DISCARDING. 

Much depends upon the dealer's discard. The simplest 
rule is to get rid of a suit of which you hold a single 
card. Thus if hearts are trumps and you hold the king 
of spades and the ace and seven of diamonds, you would 
discard the king of spades. You might exhaust the suit 
of diamonds with the ace, leaving the seven good ; but your 
opponents might hold the ace of spades and therefore 
there would be no certainty of the king's winning. 

TRUMPS. 

The proper management of trumps is doubtless the 
most important point in the game of euchre. The 
question of " ruffing" or in other words trumping when 
you cannot follow suit, frequently puzzles the young 
player; yet if the following suggestions are borne in 
mind, few mistakes in play will occur. 

4 



SOCIAL CARD GAMES. 



Do not trump your partner's ace unless you are forced 
to do so. 

If you hold only a bower and your partner has taken 
up or made the trump you should ruff with it as soon as 
possible. 

When third player, always ruff with high cards as by 
so doing you force the dealer's high trumps. 

When you are second player and a low card is led, do 
not trump the first round but throw away anything 
smaller than the ace. Your partner stands an even 
choice to win the trick, and if you ruff you may waste a 
trump. 

THE LEAD. 

The lead is highly important, and as it varies greatly 
at times, it should be thoroughly understood. 

The eldest hand opens the game by leading, and if the 
dealer has been assisted, it is a frequent though not 
always wise play to lead trumps. 

Of course if it should happen that the dealer only held 
the turned trump the eldest hand would draw it by lead- 
ing trumps. Circumstances must guide the eldest hand 
in regard to this. Should he hold a couple of low 
trumps backed by the highest cards of the lay suits, he 
should always lead trumps when his adversary assists, as 
he must exhaust the trump before his lay cards will be 
effective. The eldest hand must no't lead trumps when 
the dealer takes up the trump from choice. 

Lead your partner the best trump you hold, whenever he 
makes the trump, or orders it up. Lead a small trump 
when your partner has the right bower turned. 

To make a march, lead out your commanding cards. 

You should lead the highest card you hold of a lay suit 
when opposed to a lone hand; by so doing your partner 



/ 



SOCIAL CARD GAMES. 5 1 

will be unlikely to retain a card of the same suit as your- 
self. 

Of course with two or three very high cards of one suit 
and a couple small ones of another, you should make an 
exception to the above rule by leading a small one; 
because your partner may command the suit and capture 
a trick, and if not, your strong suit is a reserve which may 
be good for a trick. 

Always lead your highest trumps first when playing 
a lone hand. If your hand is unusually strong you may 
lead fearlessly as you have your adversaries at your mercy ; 
but if you have taken only two tricks and are doubtful 
about the third, you must use caution. Thus supposing 
that you have taken two tricks with the bowers, and are 
left with the queen of trumps and the ace and ten of a lay 
suit. If neither the ace nor king of trumps fall in the 
first two rounds you are not certain that your adversaries* 
trumps are exhausted. Therefore lead your lay ace to 
the third trick, following it with the queen of trumps and 
lay ten. In this way you force the high trump if it is 
held by your adversary and your queen wins the next trick, 
giving you the point. 

If y 04a are playing to euchre your opponents and your 
hand contains two good lay cards and three small trumps, 
lead one of the latter— your object being to exhaust your 
adversaries' trumps, and win with your strong lay cards. 

Always lead a trump when you make it next in suit 
unless you hold the right bower and ace; and some writ- 
ers advocate leading the bower, even in such cases, if 
backed by strong lay cards. 

If your partner takes up or makes the trump do not seek 
to obtain the lead unless you hold cards of unusual 
strength. 



5* 



SOCIAL CARD GAMES. 



When you have won a trick do not lead a trump to vour 
partner if he assisted and has played a trump already. 

Perhaps he assisted with two trumps only and it would 
be unwise to draw his last trump. This rule does not apply 
when you hold commanding cards. 

Supposing you lose the first two tricks, win the third, 
and your hand then holds one trump and a lay card. Your 
only safety is in leading your trump, because you must 
win the next trick to either make or prevent a euchre- 
therefore you can take no chances. 

The above rule is subject to the following exceptions; 
when you have assisted your partner, lead the lay card 
trusting that he may trump it ; when your partner has taken 
up the trump and still holds the trump card you should 
play the lay card — unless it is an ace or king, and unless 
your trump is larger than your partner's; in this case 
lead the trump, trusting that the lay card will catch the 
last trick. 

THE LONE HAND. 

If you have a hand which you believe is strong enough 
to win every trick you may play it alone, and if you suc- 
ceed in taking all five tricks you score four points; if you 
win only three tricks you score one, and if you fail to win 
three tricks you are euchred, and your opponents score two 
points. 

You cannot play a lone hand unless you order up, take 
up, or make the trump; or your partner must assist, order 
up, or make the trump. If you pass or if your opponent 
makes the trump you cannot go it alone, with the trump you 
have passed, nor with the trump named by your opponent. 
Neither can you play alone when you or your partner are 
ordered up by an adversary; and if you decide to play 
alone your partner cannot supersede you, no matter how 



SOCIAL CARD GAMES. 



53 



strong his hand may be, but must place his cards on the 
table, face down. If he exposes any of the cards, your 
opponents may, if they choose, order him to play his hand. 
You must announce your intention of playing alone in a 
perfectly clear manner so that all may understand it, and 
this must be done before any cards are led. 

The eldest hand and the dealer may play alone on a 
weaker hand than the others, because it is a manifest 
advantage to have the lead, or to play last on the first 
trick. 

If you or your partner lead a suit which is trumped by 
your adversary — who is playing a lone hand — always 
throw away cards of that suit on his subsequent leads if 
not obliged to follow suit. 

When your partner and yourself are playing against a 
lone hand, always retain the best card of a suit from 
which your partner throws away — provided you hold one. 
Thus, if your partner throws away spades retain the 
highest you have in preference to anything except the ace 
of another suit; for it is evident that he holds high cards 
in some other suit. 

FINAL REMARKS. 

When you are four and your adversaries are one, a lone 
hand, scoring four points, would give them the game. If 
you hold the right bower or the left bower guarded this 
would be impossible. But if you are the eldest hand and 
hold no trumps, or only one or two little ones, always 
order it up. This prevents your adversary from playing 
a lone hand; and even if you are euchred you have a 
good chance of winning with the next hand. If you 
hold a fairly good hand it is best to pass. Your partner 
will not order it up when the score is four to one in your 
favor, unless he is strong in trumps. 



54 



SOCIAL CARD GAMES. 



When the score is three to three take few chances, as 
you lose the game if euchred. 

If your adversaries are four to your one you may play 
alone on a weaker hand than you would risk if the score 
were even. 

As a rule, take a trick when you can, unless you are a 
very skillful player. 

Always head the trick if possible when you are second 
hand, and are obliged to follow suit. 

When your partner plays a winning card always throw 
away instead of trumping. 

When the " joker" is played it is the best card, out- 
ranking even the right bower. If the joker is turned for 
trump it is treated the same as any other card, but the 
dealer must name a suit for- trump — after looking at his hand. 

Two-Handed Euchre is subject to the same rules as 
the regular game. 

Remember that you have but a single player to cope 
with, therefore you may take more chances than in the 
four-handed game. 

As the deal is usually considered to equal a point it is 
unwise to pass it except to avoid a euchre. 

Boldly lead your strongest trumps, and then, having 
captured two tricks, if you have only one trump left, 
play another card so that if your adversary wins it you 
may trump the card he returns, thus making your point. 
But if you still have two trumps or if your adversary's 
trumps are exhausted in the first trick you may play for 
a march by leading trumps or your best lay card. 

Three-Handed Euchre requires greater skill and 
much closer attention than either of the foregoing. 

The rules differ in the following respects; 

A march counts three. 



SOCIAL CARD GAMES, 



35 



When a player is euchred each of the others count two. 

Should two players go out because the third is euchred 
the elder hand of the two wins. Thus: A and B have 
each made three, and C is euchred; A was the eldest 
hand, and therefore wins. 

In this game the player who is responsible for the 
trump has two opponents; therefore it is unsafe to order 
up, take up or make the trump, unless one has a good- 
hand. 

In three handed euchre the play varies according to 
circumstances. At the outset each player tries to make 
all he can, independent of the others; but as the game 
proceeds various combinations will be formed. If each 
player has scored two points, each will strive to prevent 
a march, as it would win the game; if the first player is 
four, the second three, and the third one, the second 
will endeavor to let the third score a point, or even a 
march, while at the same time he will endeavor to euchre 
the first — if the latter is responsible for the trump — while 
the third player will do all he can to prevent the first 
being euchred, as that would give the game to the 
second player. Therefore it will be observed that al- 
though the one who is responsible for the trump is osten- 
sibly playing against the other two, yet it frequently 
happens that the opposite is the case. 

Set-Back Euchre is played by two or more persons, 
and differs from the ordinary game in scoring. 

At the beginning of the game each player is credited 
with five, and whoever wipes out his score first, wins the 
game. Every point made takes one off the score. If a 
player is euchred it increases his score two points. 

The game is subject to numerous modifications, but 
the principle is the same in all. 



SOCIAL CARD GAMES. 



French Euchre is played with a pack of twenty-eight 
cards, all below the nine being discarded. 

It differs from the ordinary four-handed game of 
euchre only in the following particulars: 

No trump is turned, but after the deal the players bid 
for the right of naming the trump, beginning with the 
eldest hand and going in rotation to the dealer, who has 
the last bid unless some player bids the limit — five. 

When a player bids — that is, proposes to take a certain 
number of tricks in any suit — and his opponents decline 
to outbid him, the suit he names becomes trump. 

When the eldest hand leads and the others follow as in 
the regular game, the player who bids the highest must, 
with his partner's help, take as many tricks as he bids. 
If he does not he is euchred, and his adversaries score the 
amount of his bids. 

Lone hands are not played, and no person can score 
more than he bids. 

Lap is merely a variation of two, three or four-handed 
game, wherein all points scored over five are applied to 
the ensuing game. Thus if a player in a four-handed game, 
having made four points, wins a lone hand, he counts 
three on the next game. 

Slam is where one side makes five before the other has 
scored a single point. The game thus won counts as 
two games. 

Railroad Euchre is played with thirty-three cards 
which includes a regular euchre deck and the joker, the 
latter always outranking every other card. 

The game is ten points. 

If a player chooses he may play a lone hand and call for 
his partner's best card, discarding one from his own 
hand. Either of his adversaries may also play alone 



SOCIAL CARD GAMES. 



57 



against him, and may call for the best card held by his 
partner. When a player is euchred the opposing side 
scores four points. 

In other respects this game is the same as regular 
euchre. 

Progressive Euchre, — At least twelve players are re- 
quired for the game, and as many more can take part as 
can be accommodated. 

Let us suppose that sixteen players are present. Four 
tables will be required. The first, or post of honor is 
the " ace table," the second, the "king table," the third 
the " queen table" and the fourth and last, the " booby 
table. " 

Each table must be supplied with a regular euchre 
pack of thirty-two cards, to which the joker may be 
added if desi red. 

The hostess now selects from an extra pack sixteen 
cards (being one for each player), including four aces, 
kings, queens and knaves. She then gives an assistant 
one black and one red card of each denomination, who 
distributes them among the gentlemen, while she gives 
one card to each lady. 

The players who have drawn the four aces sit at the 
ace table, the four kings at the king table, and so on. 
The players holding diamonds and hearts are partners 
against those holding clubs and spades. 

When all are seated the game begins by ringing a bell 
at the ace table. The ladies then cut for deal. Low 
deals, ace being low. 

Games consist of five points each, and are counted only 
at the ace table. The players at all the other tables 
continue playing and counting points until the signal bell 
is rung at the conclusion of the game at the ace table. 



5S 



SOCIAL CARD GAMES. 



Then the loser at the ace table moves down to the booby 
table, while the players who have made the most points 
at the other tables move up to the next table, where the 
lady will find a partner in the gentleman remaining 
there, while her previous partner will play with the 
remaining lady. 

The game is then resumed as before. 

A tie is decided by the two ladies cutting the cards and 
the one cutting the lowest, moves with her partner to the 
next table. 

A prize is usually given to the lady and gentleman 
winning most games at the ace table, and also a comic or 
" booby" prize to those losing most games at the booby 
table. 



ECARTE. 

Ecarte is played by two persons with a pack of thirty- 
two cards — all under seven being discarded. 

The game consists of five points, and the cards rank as 
follows: King, queen, knave, ace, ten, nine, eight, seven. 
The ace is low in cutting, but in play, ranks between 
knave and ten. 

The deal is decided by cutting, low deals. The cards 
are distributed the same as in ordinary euchre, the 
eleventh card being turned up for trumps. If the turned 
card is a king, the dealer takes one point. 

The non-dealer has the right to exchange any or all of 
his cards if the dealer consents. Therefore if his hand 
is not strong he says, "I propose." If the dealer also 
wishes to discard he asks, " How many?" and gives the 
non-dealer as many as he desires; he then discards from 
his own hand, dealing himself the same number that he 



SOCIAL CARD GAMES. 



5* 



discarded. This may be continued until one or the other 
is satisfied or until no more cards remain in the deck. 

If the non-dealer plays without proposing and fails to 
win three tricks the dealer scores double for all points he 
makes from the play. 

If the dealer refuses to allow the non-dealer any new 
cards, and yet fails to win three tricks, the non-dealer 
scores double for all points he makes. After the non- 
dealer has discarded once, the dealer may refuse without 
suffering this penalty. 

Winning three tricks counts one point. 

Winning five tricks counts two. 

After the question of discarding is settled, the non- 
dealer announces a suit and leads from it. An adversary 
must always follow suit if he can and must also take the 
trick if he holds a winning card of the suit; but he need 
not trump unless he chooses. 

The king of trumps counts one for the holder, who 
must announce that he holds it before he plays. 

If a player announces the king without holding it, he 
loses a point independently of the result of the deal. 

It is usually best to propose, even if you have a strong 
hand, because if the dealer refuses and you take three 
tricks you score two, while if you win all five tricks you 
score four. 

If you hold the queen of trumps and two small ones, 
and have taken two tricks, always lead one of the small 
trumps, even though your adversary holds the king. 

Nothing then can prevent you from making a point. 

Should you hold three cards for one suit and two 
trumps, hold the trumps in reserve, leading the best of the 
three-card suit. If you have a poor hand and only a 
single trump, lead the best single card you have and save 



6o 



SOCIAL CARD GAMES. 



your trump for the possible chance of winning a trick. 

After leading a trump if you find that your opponent 
cannot follow suit, play any unguarded court card you 
may have, and save your remaining trumps to regain the 
lead. 

Ecarte is in certain respects somewhat like euchre, 
from which it was doubtless derived. 



CRIBBAGE. 

The game of cribbage is played with a full pack of 
fifty-two cards. The game consists of sixty-one points 
which are scored on a cribbage board, a diagram of which 
is shown. 




There are two divisions to the board, one for each 
player's score. To simplify the scoring each division is 
subdivided into five points each. 

The board is usually placed across the table between 
the players. In scoring, each player starts from the 
same end pegging parallel with each other down the 
outside edge and up the inside to home. The last, or 
sixty-first hole is the objective point, and the first to 
reach it wins the game. 

Scoring is done with four pegs, two for each player; to 
avoid possible errors the pegs should be of different 
colors. 



SOCIAL CARD GAMES. 



6l 



The first points made by either player are marked with 
a peg in the* proper hole from the starting point. The 
second count is made with the second peg, after which 
always count with the back peg. By so doing you 
prevent any disputes in regard to the number counted. 

The king, queen, knave and ten each count as ten; the 
balance of the cards count according to the number of 
spots — as seven for seven, three for three, ace for one, 
etc. This is only their value as cards. The points 
which count for game are made by pairs, flushes, fifteens, 
sequences, etc. Cribbage may be played by two, three, 
or four players, but the theory of the game is in the 
regular six-card game for two players. This will first be 
considered, and the three and four-handed games will be 
described in conclusion. 

DEALING AND DISCARDING. 

The king is the highest and the ace the lowest, both in 
cutting and in counting sequences. After shuffling the 
cards as usual, the players cut for deal. Low deals. 
Six cards are dealt to the dealer's adversary and himself, 
one card at a time. When the deal is completed each 
player must discard from his hand two of the six cards he 
has received, which are the property of the dealer, and 
are called crib. Each player now has four cards, and the 
crib also contains four cards. The crib is now put aside, 
where it remains until both hands are played, after which 
it is counted by the dealer, who adds the points to his 
score. 

When the crib is formed, by discarding as above, the 
non-dealer cuts the pack about the center, the dealer lifts 
the top card from the remaining half and turns it face 
upward on the whole, after the non-dealer replaces the 



62 



SOCIAL CARD GAMES. 



card he cut. This turned card is called the starter, and 
is counted in with both hands and the crib. If the start- 
er is a knave the dealer at once scores two points; this 
is known as scoring "two for his heels " 

THE PLAY. 

The game now begins by the non-dealer playing a card 
from his hand, face upward on the table in front of, and 
close to himself. As he does this he must announce 
aloud its face value, as " ten," for a face card or the ten, 
or "six," for the six, etc. The dealer then plays a card 
in front of, and close to himself, and announces the sum 
of the two cards. If it is fifteen he scores two. Thus, 
if the non-dealer plays an eight and the dealer a seven he 
announces fifteen, and counts the two. Each player must 
keep his cards separate from his adversary. In this 
manner the cards are played alternately, each player 
adding the card played to the sum of those already 
played until the count reaches thirty-one, when the player 
who makes that number counts two. The sum must not 
exceed thirty-one. Supposing the sum is twenty and 
your opponent plays a face card, which counts ten; he 
announces "thirty." Your smallest card is a five; there- 
fore you cannot play without making more than thirty- 
one, so you say " go," which counts one for your opponent. 
If he has an ace he plays it — scoring for two the thirty- 
one. When this stage of the game is reached the cards 
are turned face down and the count begins again contin- 
uing until the hands are exhausted — he who plays last 
card scoring one. 

COUNTING UP. 

When the last card is played the hands and crib are 
counted. The non-dealer counts his hand first and in- 



SOCIAL CARD GAMES. 



63 



eludes the starter (or turned up card). All com- 
binations of these five cards which make fifteen count 
two each. He also counts each pair, pair royal, double 
pair royal, flush and sequence — which will be described 
later on. 

After the non-dealer has finished counting the dealer 
counts his hand, and then the crib, counting in the starter 
in each case. The dealer now passes to the non-dealer, 
and the game proceeds until sixty-one points have been 
scored. 

HOW TO COUNT. 

Pairs. — If you play a card and your adversary follows 
with another of the same denomination he scores two 
points. And a pair also counts two whether held in a 
hand or crib. 

Pair Royal. — After a player has paired a card if his 
opponent shall play a third card of the same denomin- 
ation (provided in so doing he does not exceed the limit 
of thirty-one), the player of the third card counts six. 
A pair royal, either in the hand or crib, also counts six. 

Double Pair Royal. — If the third card making a pair 
royal — is immediately followed by the fourth card of the 
same denomination, the player of this fourth card scores 
twelve points. Thus, if your opponent plays an ace, and 
you play another, scoring two for the pairs, he has 
the third ace, and plays it at once, counting six for the 

Pair Royal; you hold the fourth ace which you play, 
thus making the Double Pair Royal, and scoring twelve 
points. Fours in the hand or crib also count twelve. 

Sequences are three or more cards following in numbers 
or rank — whether of one suit or otherwise. Sequences 
count one point for each card contained therein, whether 
made in play or held in the hand or crib. It makes no 



64 



SOCIAL CARD GAMES. 



difference how the cards are played in forming sequences, 
only the count must not exceed thirty-one. Supposing 
you play a four, your opponent plays a two of any suit; 
you play a three and count three points; he then plays a 
five and counts four; you return a six, making a sequence 
of five cards — counting five; and this may be continued 
until the limit is reached or the sequence is broken. In 
counting sequences at the close of the hand you include 
the turned up card both with the hands and crib. Thus you 
will often have more than a single sequence. For example : 

A Double Run of Three. — Supposing you hold three, 
four, and five in your hand or crib, and the turned card 
is another five. You thus have a double sequence or run of 
three cards. This counts three each, making six for the 
two runs, and the pair of fives count two more — making 
a total of eight. 

A Double Run of Four. — Supposing again that you hold 
the two, three, four and five, and a five is turned. You 
thus have a double run of four cards counting eight, and 
with the pair of five you have a total of ten. 

A Triple Run. — Let us suppose that you hold three of 
one kind — say three twos — that your fourth card is a 
three and that the turned card is a four. You then have 
a run of three with each of the twos — three runs in all 
which count nine; the three twos make a pair royal, 
counting six — total, fifteen. 

A Quadj-uple Run. — If you hold two pairs and a card is 
turned forming a sequence you have a quadruple run 
which scores sixteen points. To illustrate: You hold, 
we will say, two queens and two tens, and the knave is 
turned. You have, then four runs of three each counting 
twelve, and two pairs counting two each, making sixteen 
in all. 



SOCIAL CARD GAMES. 



65 



His Nob. — When you have in your hand or crib the 
knave of the same suit as the turned card you score 
one. 

His Heels.— -When the dealer turns a knave he at once 
scores two points. 

A Flush is when you hold four cards in your hand all 
of the same suit. This counts four. If the turned card 
is of the same suit then you count five; a flush in the crib 
must always count five; therefore, a flush in the crib 
cannot be counted unless the cards are all of the same 
suit as the turned card. 

The " Go" who comes the nearest to thirty-one, counts 
one point for the "go." If he makes thirty-one exactly 
he scores two. If a player cannot play without ex- 
ceeding thirty-one he says " Go," and his opponent scores 
one, and he must continue playing until he comes nearest 
the thirty-one point, although he counts only the one 
"go." 

Fifteen. — During the play if the sum of fifteen is made 
exactly, it counts two points for the player making it. 
Any combination of cards in the hand or crib counts two 
for the player holding it. 



THE LAWS OF CRIBBAGE. 

CUTTING. 

In cribbage the king is the highest card — the ace the 
lowest. The player cutting the lowest card deals. 
Should a player expose more than one card, his opponent 
may decide which card was cut, or may demand a fresh 
cut. 

The players must cut for deal every game unless 
rubbers are played. 
5 



66 



SOCIAL CARD GAMES. 



DEALING. 

Each player may shuffle the cards, the dealer having 
the last shuffle. After the cards are cut for deal no one 
but the dealer can touch them. In a two-handed game 
the players deal alternately, but in three or four-handed 
game they deal in rotation from right to left. 

The cards must be dealt one at a time, and during 
the deal neither player shall touch the cards in either 
hand. 

The dealer may expose his own cards without penalty, 
but if he exposes an adversary's card the latter marks 
two holes, and if he chooses, may demand a fresh 
deal. 

There must be a new deal if a faced card is found 
while dealing. 

If too many cards are dealt the dealer's adversary 
marks two holes and a fresh deal must be had. 

If not enough- cards are dealt, the dealer's adversary 
marks two holes and may complete his hand from the top 
of the pack, or demand a new deal. 

If a player deals out of turn the deal is void and 
passes to the proper dealer, if the mistake is discovered 
before the starter is turned. 

LAYING OUT THE CRIB. 

Each player discards two cards, face downward, the 
non-dealer discarding first. This must be done before 
the starter is turned. 

Only the dealer has any right to touch the crib. If 
either player mixes any of his cards with the crib his 
adversary may mark two holes, and also claim a new deal 
if he chooses. 

A card once discarded to the crib cannot be withdrawn. 



SOCIAL CARD GAMES. 



6 7 



THE STARTER. 

The non-dealer must lift at least four cards when 
cutting for the starter, and must leave at least four cards 
in the lower portion. 

If the dealer turns a knave he makes two holes; this 
must be done before he plays, or he forfeits the count. 

Should the dealer turn up more than one card his 
opponent may decide which shall be the starter. 

PLAYING AND SCORING. 

Should any one play with too many cards in his hand 
his opponent marks two holes, and may also demand a 
fresh deal or draw the surplus cards and examine them. 

No penalty can be inflicted for playing with too few 
cards. When a card is played which comes within the 
limit of thirty-one it cannot be recalled. If it exceed 
the limit it must be recalled, but there is no penalty for 
the exposure. 

Cards must be played so long as they do not pass the 
limit. Failure to play a card that will come within the 
limit gives the player's adversary two holes, and also the 
right to call the card. 

The card must be plainly shown when counting a hand 
or crib. 

Mixing a hand or crib with the pack before a claim is 
settled, forfeits whatever score it may have contained. 

If a player score more than he has made his adversary 
may set him back to the proper count and also add the 
surplus to his own score. Thus if your opponent makes 
eight and scores ten you may set him back to eight and 
add the two points to your own. 

There is no penalty for scoring less than has been made. 

When a peg is once quitted the score cannot be 



68 



SOCIAL CARD GAMES. 



changed unless it is in excess of the points actually 
made. 

If a player touches his own pegs except when scoring, 
or his adversary's pegs except when putting back an over 
count, he forfeits two points. 

Should a player displace his foremost peg he must 
put it behind the second; and if he displaces both pegs 
his adversary may place them where he believes they 
were. 



THREE HANDED CRIBBAGE. 

Three handed cribbage is not at all popular, and there- 
fore is rarely played. It is a game for three persons as 
its name implies, and a triangular board is used con- 
taining the regular number of holes for each player, 
who is furnished with a separate set of pegs, scoring the 
game in the usual way. 

Five cards are dealt each player — one card at a time — 
beginning with the player at the dealer's left. After 
each player has received his five cards, an extra card is 
dealt, face down, which is the beginning of the crib. 
To this each player adds one card — making four in the 
crib, and four in each hand. 

The players cut four for deal originally, but afterward 
the deal passes in rotation. 

In all other respects three-handed cribbage is subject 
to the rules of the regular game. 



FOUR HANDED CRIBBAGE. 

The game of four-handed cribbage is played by four 
persons, in partnership as at whist. The game consists 
of sixty-one points, but the players often go twice around 



SOCIAL CARD GAMES. 



b 9 



the board, making the score one hundred and twenty-one. 

At the outset you must decide which two of the four 
players shall keep the score — the board being placed 
between them. The other two players are not allowed to 
touch the board or pegs, although partners may prompt 
each other in the count. 

Five cards are dealt to each player, one at a time, from 
right to left. The deal and crib pass in turn to each 
player, also from right to left. After the deal is com- 
pleted the remainder of the pack is placed at the dealer's 
left. Each player now lays out one card from his. hand 
for the crib, which belongs to the dealer. 

The right-hand adversary cuts for the deal, and the left- 
hand adversary cuts for the starter. 

The play proceeds from right to left, and the hands are 
counted in the same direction — the dealer counting last. 

The usual laws of cribbage govern the game. If a 
player is unable to come in under thirty-one he declares a 
"go" and the right of play falls on his left hand adver- 
sary, and if he cannot come in, to the next, and so on. 
Every player must play as long as he can. Thus if you 
play a two, making twenty-nine and none of the others 
can play when the turn comes to you again, supposing 
you hold another two, you play it, marking four points 
— two for the pair of twos, and two more for the 
thirty-one. 

In four-handed cribbage be careful how you lead. An 
ace is usually a poor card to lead, because if the second 
player drops a ten your partner cannot pair without mak- 
ing twenty-one, something he should never do, as it gives 
the next player a good chance to make thirty-one. For 
the same reason a nine is a poor lead, for the second player 
will surely play a six if he can, making fifteen, and your 



7o 



SOCIAL CARD GAMES, 



partner cannot pair the six without making twenty-one. 
A five is another bad lead, as the chances are great that 
it will be followed by a ten. A three or a four is the best 
lead. 

Do not follow cards too closely. Thus if a three is 
played it is usually unwise to drop a two or a four, as it 
gives your opponents a good chance to make a sequence. 
When you are the third player always endeavor to make 
the number less than twenty-one. 

As the dealer' plays last, the first round he will usually 
find it best to hold up aces or small cards for this purpose. 

GENERAL ADVICE. 

When the crib belongs to you, or, in a four-handed 
game to you or your partner, you should lay out cards most 
favorable to the crib. In the regular two-handed game 
the best cards to lay out for your own crib are two fives, 
a five and six, five and tenth card, two and three, four and 
ace, six and nine, seven and eight, and similar couples. 
Make it a rule to lay out close cards, and cards of the 
same suit whenever possible. You thus increase your 
chances for catching a sequence or a flush. 

For your adversary's crib the best cards to lay out are 
a king with an ace, or with a six, seven, eight, nine or ten. 
Never lay out a knave for your adversary's crib, because 
if the turned card is of the same suit you lose a point. 

There are sixteen tenth cards in the pack, and if you 
hold a two and a three, it is well to lead one of them, for 
if a tenth card — a king, queen, knave or ten — is played 
you come in with your three or two, thus counting two 
holes. 

It is good play to lead from a pair — excepting a pair of 
fives — for if your opponent should pair you, you can make 



SOCIAL CARD GAMES. 



71 



a pair-royal, scoring six. Therefore when your Opponent 
leads a card which you can pair, it is safest to make fif- 
teen if you can. 

If you hold a four and a seven lead the former, because 
if your four is paired, you make fifteen with the seven. 
The same rule applies to a three and nine; lead the three, 
and if paired make fifteen with the nine. 

Many other examples might be noted, but as much 
depends upon the state of the game, no general rules can 
be given, applicable to every case. 



SCAT. 

Scat is purely a German game, having few qualities to 
commend it elsewhere. It is played with a euchre pack 
of thirty-two cards, all below the seven being discarded. 

The four suits rank as follows: Clubs, spades, hearts, 
diamonds. The cards rank in the following order: Ace, 
ten, king, queen, nine, eight, and seven. 

The four knaves are called matadores, and have special 
values, as will be seen later. 

The cards count to the winner of the tricks containing 
them as follows: 

Ace 1 1 Queen 3 

Ten 10 Knave 2 

King 4 Others have no value. 

In playing this game the purpose in view is to succeed 
in what is called an " announcement." The player making 
the highest announcement, receives — if successful — a cer- 
tain number of counters from each of the other players; 
if unsuccessful, he pays each of them the same number. 

From three to six persons may take part in a game, but 
hands are dealt only to three at a time in rotation. If there 
are only three players, the dealer gives a hand to himself. 



72 



SOCIAL CARD GAMES. 



To win a " single" a player must take tricks containing 
more than sixty points; to win a " double" he must have 
ninety points or over, and to win a " triple" he must have 
1 20 points. 

TERMS USED IN SCAT. 

Suit. — If a player announces that he proposes to win if 
a certain suit be trumps, he is said to ''announce that 
suit." If the bid is accepted, the player takes the scat 
(see next term) with his hand, from which he discards two 
cards, which count, however, their face value toward his 
game. If he discards an ace he must turn it face upward 
so that the others can see it. 

Scat. — After the cards have been cut, but before the 
deal is made, the dealer lays out the two top cards^ face 
down. These two cards are called the "scat." 

Solo. — This is the same as bidding to play in "suit" 
without the help of the " scat" cards which must not be 
touched until the close of the game, when their value is 
counted toward the " solo" player's game. 

Single. — This is when the player announces to win more 
than sixty points, whether he plays in suit or solo. 

Double is announcing to win not less than ninety points, 
and the player so bidding must win this number, or lose 
the game. 

Triple. — This is a bid to make all the points (one hun- 
dred and twenty) and it is lost if the player fails to make 
them. 

Grand is bidding to win without naming any suit. The 
four matadores (which see) are the only trumps in this 
bid. 

Grand-tout is announcing to take all the tricks, without 
naming any suit. In this bid the matadores are the only 
trump cards. 



SOCIAL CARD GAMES. 73 

Nul is a bid wherein the player undertakes to win no 
tricks at all. No suit is named, there are no trumps, and 
the Matadores are counted only as knaves. 

Nul-ouvert, like the above, involves no trumps, under- 
takes to take no tricks, and to play — after the first round 
—with the announcer's cards faced upward on the table. 

(In grand-tout, nul, and nul-ouvert the tricks and not 
the cards count. In all others the face value of the cards 
in the tricks won, and not the tricks themselves, decide 
the game). 

Matadores are the four knaves. They do not count in 
their respective suits at all, except in nul and nul-ouvert, 
but are the four highest trump cards. They rank as fol- 
lows: The knave of clubs is the highest trump card, and is 
known as the first matadore. The knave of spades is 
second, the knave of hearts third, and the knave of dia- 
monds fourth. When nul or nul-ouvert is played the 
knaves rank next to the queen in their respective suits. 

I Ask. — This term is employed by the eldest hand to 
indicate that he intends to make a bid when the turn 
comes around to him a second time. 

I Pass. — If a player concludes that his cards are not 
strong enough to bid to play alone, he says " I pass" — 
after which he cannot make a bid during that hand. 

If Matadores are counted they increase the amount of 
the payments as follows: For each Matadore, from the first 
down — in unbroken succession — one counter. (It makes 
no difference whether these Matadores are in the hand of 
the one playing alone or in the united hands held by his 
opponents; all that is necessary to allow them to be 
counted is that they be held in proper order, either on one 
side or the other.) 

It is necessary to hold the first Matadore to count any ; 



74 



SOCIAL CARD GAMES. 



and, without the second Matadore, it counts one; the 
first and second count two; the first, second and third 
count three; and all four, four counters additional. For 
example, if a player should bid and play solo in hearts 
— the price being six counters — and the first, second and 
third Matadores should be in his own hand or in his op- 
ponent's hands, he would, if he won, receive from each 
player six and three, or nine counters. If he lost, he 
would pay each player the same number. 

It must be decided in advance, whether Matadores are 
to count in the game, 

SCALE OF ANNOUNCEMENTS. 

The following table shows the value of each bid, aside 
from the price of the Matadores; the rank of a bid is 
always dependent on its value. Should two bids of equal 
value occur, the eldest hand or the player next in order 
to the eldest hand, has precedence; the dealer — where 
three are playing — is last in order. 

Single. Double. Triple. 

Suit in Diamonds I counter. 2 counters. 4 counters. 

Hearts 2 44 4 " 8 

Spades 3 44 6 44 12 44 

" Clubs 4 44 8 44 16 

Solo in Diamonds 5 44 10 44 20 44 

Hearts 6 4 4 12 44 24 4 ' 

44 Spades 7 44 14 44 28 44 

4 4 Clubs. 8 4 4 16 44 32 44 

Grand 12 counters. Nul 16 counters. 

Grand-tout. .... 24 44 Nui-ouvert. ... 32 44 

The value and rank of the bids are changed when Mat- 
adores are counted. Supposing a player announces heart 
solo and holds four Matadores, he can then bid heart solo, 
with four Matadores — equal to ten counters — which would 
supersede a solo in clubs without Matadores. Should he 



SOCIAL CARD GAMES. 



75 



hold no Matadores he could bid heart solo without four 
Matadores. His bid would still be valued at ten counters, 
as the supposition that he will have four Matadores 
against him, increases the difficulty of winning, and 
naturally entitles him to the increased price. 

If a player bid a suit he can announce that suit with as 
many Matadores as he holds; but he must not announce 
without them, as he may discover one in his scat on taking 
it into his hand. 

LAWS OF SCAT. 

The deal is decided by cutting, and the player who cuts 
the lowest card deals. Ace is the lowest card in cutting. 
Giving the deal to the player who cuts the lowest card is 
done to make a uniform law regarding the cut for deal. 

The cards are shuffled, and the player on the dealer's 
right cuts them. The dealer then lays the two top cards, 
to one side, face downward. These two cards form the 
scat, which becomes the property of the successful bidder. 
The dealer then gives each of the three players ten cards 
in alternate rounds of three and two. He deals himself 
cards only when three are playing. 

A misdeal loses the deal, which passes to the next 
player at the left. The eldest hand has the first bid. If 
he intends making a bid to play alone, he says, "I ask." 
If he does not bid, he passes. The other players in suc- 
ession either bid or pass. Then the eldest hand declares 
what he will play — provided his bid is higher than any 
other. If his bid is lower he passes. Then the player 
who bid the highest takes the scat and plays against the 
other two. If there are any players to whom no hands 
have been dealt they merely follow the fortunes of the 
two opponents of the one playing alone; but they must not 
interfere with an active player by any word or sign. 



76 



SOCIAL CARD GAMES. 



The deaL passes when there is no bid/ 

The eldest hand leads first, and the winner of each trick 
has the next lead. 

A player must follow suit when possible. He may 
throw away or trump, as he pleases, if he cannot follow 
suit, as he is not obliged to take a trick. 

The discovery of a revoke ends the game, and the 
offending player must pay the announced price of the 
game to each of the other players. 

Should a player expose a card or play out of turn, the 
opposite party may oblige him to lead any desired 
suit. 

Should a player announce to make a single, either in 
suit or solo, he must, to win, count over sixty points in 
his tricks; should he win ninety or more he wins double, 
and if he makes 120 — or all the points— he wins three 
times the price of a single game from all the players. 
An announcement to win all the points, is equal to four 
times the price of a single. 

Should a player win only sixty points or less, he must 
pay the price of the game to each of the other players, 
both active and passive; making less than thirty points 
he pays double, and failing to score at all, he pays three 
times the price of the announcement. The foregoing 
terms — single, double, etc., mean that the player wins all 
he makes, whether he announces it or not. But in bid- 
ding these terms are employed simply to increase the 
value of a bid. 

When a player, after bidding a single or a double, finds 
that in playing the hand out he has made all the points 
— that is a triple — he wins three times the price of a 
single. A failure to make a single point loses in the same 
proportion 



SOCIAL CARD GAMES. 



77 



BEZIQUE 

This excellent game is in reality a greatly improved 
version of the German game of Sixty-six. It also re- 
sembles the popular German game of Penuchle, which is 
a combination of Bezique and Sixty-six. 

TERMS USED IN BEZIQUE. 

Single Bezique. — Queen of spades and knave of dia- 
monds. 

Double Bezique. — Two queens of spades, and two knaves 
of diamonds. 

Brisques. — Aces and tens in the tricks taken. 

Marriage. — King and queen of any suit aside from 
trumps. 

Eldest Hand. — The non-dealer. 
Fours. — The four aces, kings, queens or knaves. 
Pack. — A Bezique pack contains two euchre packs of 
thirty-two cards each — all under the seven being discarded. 
Sequence. — Ace, king, qtieen, knave, and ten of trumps, 
Quint-Major. — The same as a sequence. 
Royal Marriage. — King and queen of trumps. 
Talon, the portion of the pack from which to draw. 

LAWS OF BEZIQUE. 

Bezique is played by two persons with two packs of 
thirty-two cards — discarding all under the seven. The 
game consists of iooo points. 

The deal is settled by cutting. The lowest deals. 

The dealer gives each player three cards twice and two 
cards once — making eight cards for each player. The 
seventeenth card is turned up for the trump. 

If a misdeal occurs the eldest hand may deal himself or 
require the dealer to deal again, as he chooses. 



7 8 



SOCIAL CARD GAMES. 



After the deal is finished the dealer must place the 
remainder of the cards at his right hand. The eldest 
hand leads first, and the player who wins a trick takes a 
card from the remainder of the pack ; the one who lost 
then takes a card in the same way, and the game continues 
until all the cards have been drawn. The winner of the 
trick leads. 

The first card played outranks all other cards of the 
same denomination, and unless trumped or outranked, 
wins the trick. 

In making tricks the cards rank as follows: Ace, ten, 
king, queen, knave, nine, eight, seven. 

A player must draw a card or lose his play unless his 
adversary is willing that he should draw the next two cards. 

Should a player have a card too many, his play is void 
unless his adversary allows him to play twice. 

The holder of a sequence, bezique or other combination 
of cards in hand, cannot declare the same before taking 
a trick. 

In counting the points, combinations rank as follows: 



Every Ace or Ten won or saved in trick 10 points. 

Each Seven of Trumps played or turned up. . io 

The final trick io •* 

A Marriage 20 M 

A Royal Marriage 40 ** 

A Bezique 40 " 

Four Knaves 40 " 

Four Queens 60 * * 

Four Kings 80 

Four Aces 100 1 4 

A Sequence. 250 1 ' 

A Double Bezique 500 11 



If the turned-up trump is not a seven, the holder of the 
seven of trumps may exchange it for the turned card—and 
thereby score ten points. 



SOCIAL CARD GAMES. 



79 



After the king and queen of any suit are married they 
cannot be married again in the same hand; but may con- 
stitute one of four kings, four queens, a sequence of trumps 
or a single or double bezique. A king, queen or knave 
employed once in a sequence or a combination of fours, 
may be used in forming a marriage or bezique. An ace 
of trumps, which has been counted in a sequence, may be 
used to form a combination of four aces, or vice versa. 

After a combination of any sort has been declared and 
scored, if the same combination — made up of different cards 
— be filled in the hand, it counts just the same. 

(You must understand clearly that none of the cards 
used in the first combination can be counted in the 
second. To avoid errors it is best, after declaring a 
combination, to place the cards employed in making it, 
face upward, on the table; of course you can play these 
cards when you please). 

Should a player after declaring bezique draw enough 
cards to declare double bezique, he scores 500 points in 
addition to the forty already counted. 

A player holding a single bezique may, if he chooses, 
declare it, and place it on the table to remain until a 
double bezique is drawn. 

No more than one combination can be declared at one 
time, except by mutual agreement. 

If a player declares and scores four cards when he holds 
only three, he must, on discovery, correct his score by 
subtracting the false count, and his adversary may also 
require him to play one of the three cards. 

A player is not obliged to follow suit until all the cards 
have been drawn from the table; then he must follow suit. 

The player who wins the trick just before the last card 
is drawn, may then declare any combination that he holds, 



8o 



SOCIAL CARD GAMES. 



The player who wins the trick takes the last card from the 
talon, his opponent takes the trump card, and after that 
no combination can be counted. Each player must now 
take the declared cards from the table, and from this 
time out each must follow suit with the highest card of 
the suit led; if he cannot follow suit he must play his 
highest trump. 

If a player fails to play the highest in suit, or, if he 
cannot follow suit, to trump with his best trump, he 
loses forty points. 

When the last trick is played each player counts the 
aces and tens in the tricks he has won. Each ace and 
each ten count ten points, which are added to the score, 
unless one of the players has already made enough by his 
combinations to win the game. When neither player has 
scored enough to go out, then the aces and tens are 
counted; and the player who, with these cards, counts 
most over the required number, wins the game. If a tie 
results, the player taking the last trick wins the game. 

GENERAL ADVICE. 

As aces and tens count ten each in trick, you should 
make them whenever you can — unless you are likely to 
declare four aces. 

When you hold cards which you know will prevent your 
opponent from forming the sequence or double bezique, 
you should not show them if you can possibly avoid it. 
Thus you hamper his game, save your aces and tens, and 
prevent his forming other combinations. 

It is well to retain sequence or bezique cards — espe- 
cially the latter — so long as you have a fair chance to form 
combinations with them; but if your opponent declares 
cards showing that you have no chance for a sequence or 



SOCIAL CARD GAMES. 



81 



double bezique, you must at once try some other combi- 
nation — as the " big plums" are out of your reach. 

When you hold ace and king it is usually best to take 
a trick with the ace. In this way you may save all your 
aces in tricks besides marrying your kings, and perhaps 
declaring four kings. 

Always call for a score of ten points on playing a seven 
of trumps. And be sure to exchange your seven of trumps 
for the turned card. 

Always keep your aces and tens of trumps for the last 
eight tricks whenever possible. Get the lead when you 
can by taking the trick just before exhausting the talon. 
Thus you get the right for making the last declaration 
besides capturing your opponent's aces and tens. 



SIXTY-SIX. 

The game of Sixty-six is very popular with German 
players. It is simpler than Bezique, and is played with 
a pack of twenty-four cards, as follows: Ace, ten, king, 
queen, knave and nine of each suit. The cards rank in 
the above named order. Trumps are the superior suit as 
in whist, euchre, etc. 

In cutting for deal in this game the player cutting the 
highest card deals — Ace being highest, ten next, and nine 
the lowest. 

TERMS USED IN SIXTY-SIX. 

Blank. — This term is applied to a card held when the 
hand contains no other card of the same suit. 

Royal Blank. — A king and queen of the same suit, in 
which case the twenty of that suit is blank. 

Closing. — When a player believes he can make sixtv-six 

6 . 



82 



SOCIAL CARD GAMES. 



without drawing any more cards, he may turn down the 
trump when it is his turn to lead. 

Drawing. — Taking a card from the top of the talon 
after a trick has been taken. 

Discarding. — A player holding the nine of trumps may 
exchange it for the turned up trump whenever he pleases, 
after winning a trick. 

Round.— -The balance of a game between one deal and 
the next. 

Talon. — The cards left in the pack after the deal has 
been completed. 

THE LAWS OF SIXTY-SIX. 

A misdeal must be dealt again by the same dealer. 

Cards belong to the winner of the trick containing them 
and count as folldws, viz. : 

The Ace counts 1 1 The Queen counts 3 

The Ten 44 ........ 10 The Knave 44 2 

The King 4 4 4 The Nine does not count. 

No cards can be drawn from the talon after the game is 
closed. 

If the player who turns down the trump fails to make 
sixty-six, his adversary scores two points. 

If he turns down the trump before his adversary has 
taken a trick and then fails to make sixty-six, his adver- 
sary scores three points. 

Neither player is obliged to follow suit before the talon is 
exhausted or the game closed, even though trumps are led. 

After the cards are all drawn or the trump is turned 
down, a player must then follow suit, and take the trick 
if he can. If he cannot follow suit he must take the trick 
with a trump. Failure to observe this rule forfeits the 
offending player's count on that hand, besides adding two 
points to his adversary's score. 



SOCIAL CARD GAMES. 



If a player declares and holds sixty-six, all unplayed 
cards are dead, and the round is ended. 

If a player declares sixty-six, and does not hold that 
number, his adversary scores two points and the round is 
ended. 

Both players have the right to examine the last trick 
taken — but no other. 

At the close of a round, if each player counts sixty-five 
neither scores, but the next round adds an extra point to 
his score. 

The player holding the nine of trumps in his hand may 
exchange it for the turned trump at any time after win- 
ning a trick, and before the last card in the talon is drawn. 

Should the trump be turned down the exchange must be 
made — if at all — before leading another card. 

The winner of the last trick, after the talon has been 
exhausted, adds ten points to his count. This is not done 
if the trump has been turned down. 

TWO-HAND SIXTY-SIX. 

The dealer gives six cards to each player, three at a 
time, and turns the thirteenth card for trump — which is 
laid beside the talon. 

The eldest hand leads first, but afterward the lead goes 
to the winner of the preceding trick. 

After each trick is played, each player draws a card 
from the talon. The winner of the previous trick draws 
first, the loser next, and this is continued until one or the 
other closes, or the talon is exhausted. 

The game is won by the player who first scores seven 
points. 

The player counting sixty-six first, scores one point 
toward game; if he counts sixty-six before his adversary 



8 4 



SOCIAL CARD GAMES. 



counts thirty-three, he scores two; and if before his ad- 
versary takes a trick, he scores three points. 

A player holding in his hand a king and queen of the 
same suit, may lead one, show the other, and announce 
twenty points; and, though he should lose the trick, the 
points thus announced hold good. But he cannot count 
these twenty points until he has taken a trick. 

The king and queen of trumps count forty. 

THREE-HANDED SIXTY-SIX. 

In this game the dealer gives the other two players 
their six cards, beginning with the eldest hand; but he 
deals none to himself. 

When the round is finished the dealer counts to his 
score the same number of points that the winner has made 
—provided, in all cases that he cannot count beyond six 
on his own deal. 

(Thus supposing that the dealer is five and the winner 
makes two; the dealer then counts one only, making him 
six. If he is already six he cannot count at all, but must 
wait until the next deal and play the game out with his 
own hand). 

The player who scores seven points first is out and the 
other two then play out the game to decide who is the loser. 

The loser has the first deal in the next game. 

When the first player goes out, if it should be his next 
deal, he must deal the cards— so that the lead may come 
in regular order. 

FOUR-HANDED SIXTY-SIX. 

In playing the four-handed game of sixty-six, the seven 
and eight of each suit are added to the pack, making 
thirty-two cards in all. 



SOCIAL CARD GAMES. 



85 



Partners are chosen by mutual consent or by dealing 
the cards, face up, until an ace falls; then continue deal- 
ing to the three others until another ace falls, and the 
holders of the two aces are partners. 

The player who received the first ace, becomes the first 
dealer, and after that the deal passes in rotation to the 
left. 

The cards are all dealt out one at a time as in 
whist. 

The last card is turned up for trump, and belongs to the 
dealer who takes it into his hand after the first round. 

Players must follow suit when possible. 

If a player cannot follow suit, he must trump if he 
can. 

If trumps are led he must take the trick if possible. 

There is neither announcing nor discarding. 

The winners of the last trick count ten. 

Game consists of seven points, the value of the cards 
being the same to those who win them as in the regular 
two-handed game. 

At the close of a round, should the winning partners 
count not less than sixty-six, nor more than one hundred, 
they score one point toward game; if they count more 
than one hundred, and less than one hundred and thirty, 
they score two points; if they win all the tricks, they 
score three points. 

The side winning the ten of trumps immediately scores 
one point, and of course wins the game if six points have 
already been scored. 

At the end of a round, if both sides count sixty-five, 
neither score, but the winners of the next round add one 
point to whatever they make, the same as in the two- 
handed game. 



86 



SOCIAL CARD GAMES. 



PENUCHLE. 

This game is played with a pack of thirty-two cards, 
all under the seven being rejected. 

In cutting for deal, the highest card wins, ace being 
highest. The cards rank as follows: Ace, ten, king, 
queen, knave, nine, eight and seven. 

The cards count to the winner of the trick containing 
them as follows: The ace counts n; the ten counts 10; 
the king 4; the queen 3 ; the knave 2. 

The cards are dealt as in Bezique,each player receiving 
eight, and the seventeenth is turned up for trump, and is 
laid on the table face upward. 

The eldest hand plays first, and the dealer plays a card 
to it. After the first lead the winner of the trick always 
leads. 

Players may follow suit, or trump, or throw away, as 
they please. 

After every trick each player draws a card from the top 
of the talon, the winner drawing first; this drawing is 
continued until the talon is exhausted. 

The game consists of five hundred points. 

The points are counted according to the face value of 
the cards won, and the value of the announcements as 
they are declared. 

Announcements are made according to the cards held 
in hand at the time of announcing. 

The value of the announcements are as follows: 



The five highest trumps count 150 

Four Aces 100 

Four Kings 80 

Four Queens 60 

Four Knaves 40 

Penuchle (Queen of Spades and Knave of Dia- 
monds) 40 



SOCIAL CARD GAMES. 



87 



King and Queen of Trumps 40 

King and Queen of any other suit 20 

Seven of Trumps 10 

The holder of the seven of trumps after announcing, 
may exchange it for the turned-up card. 

If the seven is turned up as a trump the dealer at once 
scores ten points. 

An announcement can only be declared by the winner 
of the previous trick. It must be made before he draws 
another card from the talon. 

Only one announcement can be declared at a time. 
Thus if a player holds the king of spades and knave of 
diamonds, and draws the queen of spades, he may after 
winning a trick announce either Penuchle or king and 
queen ; but he cannot announce both at the same time. 

The same cards cannot be announced twice. Thus if a 
player holds the five highest trumps and announces one 
hundred and fifty he cannot afterward announce king and 
queen of trumps. But if he holds king' and queen and 
afterward draws the three other highest trumps, he may 
announce them. 

No more announcements can be made after the talon is 
exhausted. The player then must follow suit or trump 
— if he can — and take the trick if possible. 

The winner of the last trick adds ten points to his 
score. 

At the close of each round both players count the face 
value of the cards in the tricks won (each ace counting 11, 
each ten counting 10, etc.,) adding these points to their 
scores. 

If a player believes that he has the necessary five hun- 
dred points, he may throw down his hand and claim the 
game, and no more cards are played. 



88 



SOCIAL CARD GAMES. 



If he claims game without having the- required number, 
he loses the game. 

THREE-HANDED PENUCHLE. 

In this game two rounds of three, and two rounds of two 
cards are dealt, giving each player ten in all, and leaving 
two cards not dealt. The dealer turns up the first of 
these for trump, and if it should be a seven he scores ten 
at once. Any player holding the seven may exchange it 
for the turned card, scoring ten points at once. The 
seven and the last undealt card belong to the dealer. He 
thus has twelve cards from which he must discard two 
before any play is made. These two discarded cards 
are counted in by the dealer with any tricks which he 
wins. If he wins no tricks they do not count. 

The announcements are declared by each player as soon 
as he plays to the first trick. 

Each player scores for himself, and the first player 
making four hundred points retires from the game, leav- 
ing the other two players to strive for the five hundred 
points, the same as in the two-handed game. 

FOUR-HANDED PENUCHLE. 

This game is played in the same manner as Four- 
Handed Sixty-Six — previously described — the dealer turn- 
ing up the last card for trump, and counting ten if he 
should turn up the seven. 

If any other player holds the seven of trumps he ex- 
changes it for the turned-up card, and scores ten points. 

The announcements, if any occur, are declared the 
same as in the three-handed game. 

The score is counted at the end of each round exactly 
as in the two-handed game — the last trick counting ten 
for the side that wins it. 



SOCIAL CARD GAMES. 



8 9 



Partners combine their points,counting the sum of each 
as a single hand. 

CASINO. 

This game is usually played by two persons, although 
three or four may engage in it. Casino is a game depend- 
ing more upon chance than skill, although a good memory 
is very necessary in order to be successful. 

At the beginning, the play is purely a question of luck; 
but as the game proceeds he plays best who most care- 
fully follows the run of the cards. 

TERMS USED IN CASINO. 

Big Casino. — The ten of diamonds. 
Little Casino. — The two of spades. 

Cards. — A majority of the cards held by either player. 

Spades. — Holding a majority of the spades. 

Sweep. — Taking all the cards on the board. 

The Call. — Playing a card on another of the same 
denomination (or on a combination amounting to the same) 
and announcing it in the plural which prevents it from 
being taken, except with a like card. Thus if there is a 
six on the board, and you hold two sixes, you play one 
saying: "I call sixes," and your adversary can only take 
it with a six. If instead of a six being on the board 
there should be two threes you may place them together, 
play one of your sixes on the two, call "sixes," and the 
cards can only be taken with a six. 

Building Up. — Suppose you hold ace, seven and nine. 
Your adversary plays a six, you put on the ace, saying, "I 
build seven" (not sevens) your adversary puts on a two 
saying: "I build nine" You may take the pile with 
your nine. 



9 o 



SOCIAL CARD GAMES. 



Building up differs from calling because the number is 
named in the singular, as "six," while in the "call" it is 
in the plural, as "sixes." 

False Build. — Building without holding cards to take 
the build. 

Build from the Table. — An illegal build (see laws). 

Combine. — Adding a number of cards together and tak- 
ing them with a higher card. Thus, an ace, two and three 
on the board may be taken with a six which exactly equals 
the combined spots on the three cards. 

Last Cards. — The cards left after the last trick is taken. 
They all go to the winner of the last trick. 

Misdeal. — Any error in dealing. The person misdealing 
loses the game. 

THE LAWS OF CASINO. 

The following laws have been made to render the game 
more interesting as increasing the percentage of chances. 
The changes have been carefully considered and have, 
without exception, met with the approval of our best 
players. 

Cutting and Dealing. — The game of Casino is played 
by two persons. A full pack of fifty-two cards is used. 

In cutting for deal the player cutting the lowest card 
deals. Ace is low. 

At the beginning of the game, the dealer gives each 
player four cards, one at a time, and also deals four cards 
face upward on the table. When the four cards are all 
played the dealer gives each player four more — one at a 
time — and this is continued until the pack is exhausted. 
No more cards are turned up after the first round. 

A misdeal forfeits the game. 

Plays and Combinations. — Each player, beginning with 
the eldest hand, plays one card at a time. With this card 



SOCIAL CARD GAMES. 



91 



he takes not only every card of the same denomination 
on the board, but likewise all the cards that may combine 
with it. For instance, a ten captures every other ten, and 
also a nine and ace, eight and two, seven and three, six 
and four, two fives, two fours and a two, two threes and a 
four, or any combination making a total of ten. In this 
way a player often takes all the cards on the board with a 
single card. 

If a player cannot or does not capture any cards nor 
make a build, he must play a card, face upward, on the 
table. 

Calling and Building. — When a player holds two or three 
cards of one denomination and there are one or more of 
the same kind on the board he may play one of the said 
cards, and call the denomination in the plural. 

His adversary then can take the cards thus called with 
another of the same sort, but cannot build upon nor com- 
bine them. Thus if a four is on the table and a player 
holds two other fours he may play one, saying: "I call 
fours' and his adversary can take them only with a four. 

A player may combine cards and call them in the same 
way. Thus, if there is a three on the board and a player 
holds an ace and a four, he may play the ace on the three 
calling "fours" and nothing but a four can take them. 

A player may combine and build at the same time, 
provided he builds from his hand. For instance, if an 
ace and a three are on the board, and a player holds a 
two and a six, he may combine the ace and three (making 
four) and play the two on the pile calling " sixes" and 
only a six can take them. 

No builds can be made from the table. Thus, if a five 
and three are on the table and a player puts an ace on 
the three saying, " I build four" (not fours), his adversary 



9 2 



SOCIAL CARD GAMES. 



cannot use the five on the table and call "nine." If the 
latter holds an ace and a ten however, he may play the 
ace on the five (making six) and combine these cards with 
the four already built, making ten in all. 

Progressive Building. — Supposing there is a five on the 
board and a player holds a thre^e, a two and a ten ; he 
may play one of the former, say the three, to the five, 
making eight, calling " eight" [not eights) and if his ad- 
versary does not take the build nor build over him, the 
player may put on the two making ten, and take it with 
his ten. In a build of this sort a player runs many risks. 
In the case just mentioned his build of eight maybe taken 
by his adversary if the latter has an eight, or it may be 
built to a higher number if the adversary holds the nec- 
essary cards. And finally, when it is built to ten it may 
be taken if the adversary holds a card of that denomi- 
nation. Toward the close of the game a careful player 
who remembers the fall of the cards may indulge in pro- 
gressive building with a fair degree of success. 

(Particular attention is directed to the difference 
between a "call" and a " build." For instance, if you 
say " I call fours" you must hold a four and nothing but 
a four will take the call. On the contrary, if you say " I 
build four" you leave the build open to further builds 
either by yourself or your adversary. The application of 
the words " I build" and " I call" has been made necessary 
to avoid the disputes caused by misunderstanding whether 
singular or plural number was called). 

In making a "build" or a "call" of any denomination, 
the words " I build" or " I call" must be spoken clearly. 
For instance, if you merely play an ace on a four without 
announcing either a "build "or a "call," your adversary 
is free to separate the cards and play to them as he pleases. 



SOCIAL CARD GAMES. 93 

If a player makes a " call," and holds no cards of that 
denomination, he forfeits the game. 

In making a u build" a player must hold cards which 
ultimately would make the "build" good, or he forfeits 
the game. For instance, a six is on the table and a 
player holds a ten, a three and an ace. By playing the 
ace and three he can build to ten and make the build 
good with his ten. But if he holds no card with which 
to redeem a build he must suffer the penalty of making a 
false build. 

After making a "build" if a player holds more than 
one card of the denomination built up, and his adversary 
does not disturb the build, he may play one of the cards, 
announcing a " call" which will prevent any further build- 
ing or combining. For instance, a player holds three 
fours and an ace, a three is on the board ; he plays the ace, 
saying "I build four." If the build is undisturbed he 
plays a four, saying, " I call fours," and only a four can 
take the build. 

The Score. — Each player counts the points made at the 
end of each deal, and the player who first scores twenty- 
one points wins the game. The points are scored as 



follows : 

Big Casino counts 2 points. 

Little Casino counts i " 

Each Ace counts I ' 4 

A Majority of Cards count 3 *' 

A Majority of Spades i " 



A Sweep (except to the winner of the lastcards)counts. r * ' 
Cards won cannot be examined until the close of the 
hand, under the penalty of forfeiting two points for each 
offense. 

The winner of the last trick takes all the cards remain- 
ing on the board. 



94 



SOCIAL CARD GAMES. 



Casino may be played by three, four or six persons. 
The player (or side) first scoring twenty-one points wins 
the game. 

In the two handed game, the points are not counted 
until the close of each hand, but a player may announce 
twenty-one at any time, and if he can show that number, 
the game ends at once. But if he loses five points, and the 
game proceeds, if no announcement is made on either 
side, the player scoring the most points over twenty-one, 
wins. 

In the four-handed partners may build to aid each other 
although they may not hold the cards to redeem the 
build. 

SEVEN-UP. 

This game is variously known as Seven Up, All-Fours 
and Old Sledge. It is played with a pack of fifty-two 
cards ranking as in whist — ace being highest, and two 
lowest. 

Seven points constitute a game. 

In cutting for deal, the player cutting the lowest' card. 
deals. Ace is lowest in cutting and highest in play. 

Six cards are dealt to each player — three at a time — the 
thirteenth card being turned up for the trump. 

The knave, if turned up, belongs to the dealer, who 
scores one for it. The turned-up card is never played. 

If the knave is dealt to a player it belongs to whoever 
wins it, 

After the cards are dealt the non-dealer examines his 
hand, and either plays it or "begs." (See terms). 
When this point is settled, he plays a card. His op- 
ponent must follow suit if he can, unless he p?-efers to 
trump. The winner of the trick now leads, and this is 



SOCIAL CARD GAMES. 



95 



continued until the hand is played out. (If a player 
cannot follow suit and does not wish to trump he may 
throw away an inferior card if he chooses.) 

Upon the completion of the hand — that is when all the 
tricks are played — the various points (high low, Jack or 
game are counted). The player of the lowest trump 
scores one point, the holder of the highest trump scores 
one point, the winner of the knave of trumps one, and 
the greatest number of court cards, tens and aces, Qne for 
"game." (See terms.) 

Whatever science there is in the game consists in win- 
ning the adversary's best cards, especially the tens and 
the knave of trumps. 

TERMS USED IN SEVEN-UP. 

High. — The best trump out; scores one point for the 
holder. 

Low. — The lowest trump out; scores one point for the 
original holder even if won by his opponent. 

Jack. — The knave of trumps; counts one point for 
whoever holds it at the completion of the hand. 

Game. — The highest number held by either player, 
counting*the cards as follows: 



Each Ten counts toward game 10 points. 

Each Ace counts 4 " 

Each King counts 3 " 

Each Queen counts 2 4 4 

Each Knave counts 1 " 



The other cards count nothing toward game. 

If neither player holds neither court cards nor tens, 
there can be no score for game. 

Should the hand be tied for game the eldest hand scores 
the point. 

Beg. — If the eldest hand has poor cards he may say, 



96 



SOCIAL CARD GAMES. 



"I beg;" thereupon the dealer must either give him one 
point saying " Take one" or else must lay aside the trump 
card and give each player three more cards from the pack, 
turning the next card for a new trump. Should this trump 
be of the same suit as the first, he must lay it aside, and 
continue dealing as before until a different suit for trump 
is turned, or the talon is exhausted. 

Eldest Hand, — The first player at the dealer's left. 

Talon. — The cards left in the pack after dealing. 

THE LAWS OF SEVEN-UP. 

Cutting and Dealing. — In cutting for deal the player 
who cuts the lowest card deals. Ace is the lowest in cut- 
ting. 

An exposed card makes a new cut necessary. 

In cutting, not less than four cards must be lifted, and 
at least four cards must be left at the bottom of the 
pack. 

If the dealer gives too few or too many cards or faces 
any cards (except his own) his adversary may demand a. 
new deal. 

A new deal cannot be required if the dealer exposes his 
own cards. 

In case of a misdeal (exposing any of the adversary's 
cards, or giving too few or too many), the dealer must 
bunch the cards and deal again— unless his opponent 
wishes to take the deal himself, which he has a right to 
do. 

The deal always passes to the left. 

The Score. — The points are scored in the following 
order, viz.: High, Low, Jack, Game. Thus high is 
counted first, low next, then Jack, and game last. 

When the dealer turns a knave he counts that first of 



SOCIAL CARD GAMES. 



97 



all, and if his score was six already, turning the knave 
makes him seven, and wins the game then and there. 

Supposing however, that the knave is not turned and that 
each player has scored six points; then the player scoring 
high wins, even though his opponent holds the other three 
points. Supposing that X is five, and Y is six. If X 
holds high and low he goes out, even though Y has made 
Jack and game in play; but if Y is low he goes out, no 
matter what X'may hold. 

It is possible that the knave of trumps may count all 
four points; thus if the eldest band holds the knave of 
trumps only and plays his hand without begging, if the 
dealer holds no trump, ten, ace nor court card, the knave 
will be high, low, Jack and game. 

Every knave that the dealer turns up counts one for 
him r unless he makes a misdeal before turning the knave. 

In counting up for " game" if there should be a tie, the 
non-dealer scores. 

Revoking, — The player must always follow suit, if he 
can, unless he prefers to trump. If he cannot follow suit 
and does not wish to trump, he may throw away or dis- 
card. If a player revokes, while holding the knave of 
trumps, his opponent scores two points; if he does not 
hold the knave of trumps his opponent scores one point. 

Begging. — When the non-dealer " begs," the dealer may 
give him one point, or run the cards. (If the dealer is 
sure that he will make at least two points, and his hand 
is not strong in other suits, he will usually find it advan- 
tageous to give a point). The cards are run as follows: 
The dealer lays aside the old trump and deals each player 
three more cards, beginning with the non-dealer, and 
turns up the next card for a new trump. If this should 
be of the same suit as the first trump he must lay it aside 

7 . 



9 8 



Social card games. 



and continue the deal until a different suit is turned. 
Begging is barred when the non-dealer has six points, 
although the cards may be run by mutual consent. 

A player can beg but once in each hand. After a player 
has begged and the cards have been run, then, if the 
players are mutually dissatisfied with their hands, the 
cards may be bunched and dealt again by the first dealer, 
or the cards may be run again; but a suit that has once 
been turned down cannot become a trump during the deal. 

If in running the cards the same suit is turned each 
time, until the talon is exhausted, then the cards must be 
bunched and dealt again. 

THREE-HANDED SEVEN-UP. 

This game, when played, is subject to the general laws 
of the regular two-handed game. Either player may beg 
and if the dealer gives a point to one he must give to 
both — unless either of the players has already scored six 
points. In that case, if the eldest hand begs, the cards 
must be run. If the eldest hand (whose turn it would be 
to deal next, goes out, the deal passes to the player at 
his left. Thus, if X deals and Y goes out, the deal 
passes to Z. 

FOUR-HANDED SEVEN-UP. 

In this game the players are divided into two sides, 
partners being selected by cutting the cards — the two 
highest playing against the two lowest. 

Partners sit opposite each other as at whist. The deal 
is decided by cutting the cards the same as in the two- 
handed game; but afterward the deal passes regularly to 
the left. Only the dealer and his left-hand opponent can 
look at their cards before the latter decides on his hand. 
If he begs the other two players must not touch their 



SOCIAL CARD GAMES. 



99 



cards until the dealer indicates whether he will give a 
point or run the cards. If either player breaks this rule 
the opposite side at once scores a point. 



PITCH. 

This game is a variation of Seven-Up. The rules 
governing Seven-Up apply to Pitch. With these excep- 
tions, viz. : 

No trump is turned. 

Begging is not allowed. 

The eldest hand can make any suit he pleases trump. 
The first card he plays (called " pitching the trump") 
is the trump. 

If the eldest hand declines to pitch the trump, the 
dealer has the pitch. In a three or four-handed game, 
the right of making the trump passes in rotation to the 
left. If all decline to pitch, the cards are bunched, and 
the deal passes to the dealer's left hand adversary. 

The trump cannot be recalled after it is pitched, no 
matter what excuse may be offered. 

In counting game, if a tie occurs, the adversary of the 
player who pitched the trump scores the point. (Some 
writers argue that neither party should score in such a 
case, but in view of the marked advantage held by the 
player who pitches, the rule is made as above.) 

In other respects the game of Pitch is subject to the 
laws of Seven Up, and is played and counted in exactly 
the same manner as the latter game. 



AUCTION PITCH. 

This is a lively and exciting game in which any num- 
ber of players from two up to eight may take part. 



SOCIAL CARD GAMES. 



It is subject to the general laws of Seven-Up, the dif- 
ference between the two games being noted in the follow- 
ing description : 

The game consists of ten points. 

No trump is turned, but the players bid for the priv- 
ilege of naming the trump as will be seen. 

Each person plays for ; himself, although in a four- 
handed game two players may be partners against the 
other two. 

The cards are dealt — six to each player — as in the 
ordinary game, and then the bidding begins, which is 
conducted in the following manner: 

The eldest hand has the right to sell the trump, and 
therefore receives the bids. The player at the left of the 
eldest hand examines his cards and if he considers them 
strong enough to make the trump, he thereupon "bids," 
that is to say he offers the eldest hand one or more points 
for the privilege of naming the trump. 

Let us suppose that four players are engaged in the 
game. The first player at the left of the eldest hand 
bids, for example, one point. The eldest hand makes no 
response until the other two announce what they will do. 

The next player bids two. The next player, having 
a poor hand, declines to bid. Now the eldest hand must 
decide whether he will or will not accept the highest bid. 
If he thinks he cannot make more than the two points bid 
he accepts, scores the two points, and the play begins. 
The player whose bid has been accepted must play first, 
and the card he leads, or " pitches," is the trump. 

If the player whose bid was accepted should fail to 
make the number of points bid he is set back exactly that 
number. If he has no points to his credit he is that much 
" in the hole" — that is, worse than nothing. Thus at the 



SOCIAL CARD GAMES. 



IOI 



outset if he bids two, and fails to make that number, he 
is two points in debt which must be made up before he 
can score anything. Perhaps in the next hand he will 
make three points, two of which pay his debt, leaving him 
one to score. 

After the players have all declared what they will do; 
the eldest hand decides whether he will accept or refuse 
the highest bid. If he refuses, then he must pitch the 
trump himself; and if he fails to make the number of 
points offered by the highest bidder, he is set back that 
number. For example: Three points are offered, the 
eldest hand refuses, pitches the trump himself, and makes 
only two; therefore he is set back three points. 

If all the players decline to bid, then the eldest hand 
may pitch the trump, and there is no penalty, even though 
he fails to score a single point. 

Should all decline to bid and the eldest hand holds no 
winning cards he may refuse to pitch the trump. In that 
case the cards are bunched, and the deal passes to him. 

In counting up for " game" if a tie occurs the point 
goes to the player whose bid was accepted. If there are 
no bids, and the eldest hand pitches the trump, a tie does 
not count. 

SANCHO PEDRO. 

This is an exceedingly popular game, and closely re- 
sembles Auction Pitch. Indeed, the rules for playing the 
two games are exactly the same, with the following 
exceptions : 

Game consists of fifty points, and the first to score that 
number wins. 

The nine of trumps is " Sancho," and counts nine in the 
score. 



102 



SOCIAL CARD GAMES. 



The five of trumps is " Pedro," and counts five in the 
score. 

Points are invariably counted in the following order: 
High, Low, Jack, Game; one point each. Pedro, five 
points; Sancho, nine points. Thus it will be seen that 
eighteen points may be held in a single hand. If two 
players each lack one point of going out, the one holding 
High wins, even though his opponent holds the other 
seventeen. 

High and Low always count for the original holders; 
but Sancho and Pedro, like Jack and Game, count for the 
winners of the tricks containing them. 

The trump is sold by the dealer, and not by the eldest 
hand, as in Auction Pitch. , 

When more than two are playing, the score is kept by 
one person who is selected by mutual agreement. He 
must see that each player holds the points claimed, and 
scores them properly. He must also announce the stand- 
ing of each player when requested. 

When a player's bid is accepted, he scores not only the 
amount of his bid (when he has that number of points), 
but also all that he makes in excess of the bid. Thus, if 
he bids two — which the dealer accepts — and makes four, 
he scores four. 

A player failing to make the number of points bid is 
set back the entire amount of his bid. 

The round of bids may continue until all are satisfied. 
Thus after the bid has passed once around and all the 
players have bid or refused, they may — in turn — change 
their bids and continue thus until the highest bid is 
accepted or rejected by the dealer. 

Should the dealer decline to accept the highest bid, he 
may pitch the trump himself, and score all the points he 



SOCIAL CARD GAMES. 



makes — provided he makes as much as the highest bid 
offered. Should he fail to do this, he is set back exactly 
the amount of the highest bid. 

Always observe the state of the score. If you cannot 
make points for youself endeavor to set back the player 
whose bid was accepted, unless another player has a much 
higher score. In the latter case it is best to help the 
bidder make his score good, rather than increase the score of 
your leading adversary. 

PEDRO. 

This is simply the foregoing game, without " Sancho." 
It is played the same in all other respects, although in 
some localities the game is modified as follows: 

The two of trumps is always " Low" and belongs to the 
winner. If the two is not dealt <( Low" does not count. 

The four threes are discarded and all the cards are dealt 
— twelve each to four players, six each to eight; if less 
than four play, nine or twelve cards are dealt. 

The ten of trumps represents "Game." If the ten is 
not dealt " Game" is not scored. 

Twenty-one points constitute the game. 

DOM PEDRO. 

This is Sancho Pedro, with the "Joker" The " joker" 
counts fifteen to the winner. It is the lowest trump card, 
may be captured by any other, and counts fifteen for 
the winner, but does not count any extra for " Low". 

DOUBLE PEDRO. 

Another variation of the game is Double Pedro, played 
the same as Sancho Pedro, except that the five next in suit 
counts five for the winner. It may be taken by any higher 
trump, including the five of trumps, 



SOCIAL CARD GAMES. 



CALIFORNIA JACK. 

The game of California Jack is also known by the var- 
ious names of " French Loo," " French Fours," and 
"Spanish All-Fours. " 

Although it is apparently a very simple game, yet in 
reality it requires the utmost attention to detail; and no 
person can be a successful player at the game unless 
blessed with a good memory. Indeed, with the possible 
exception of whist there is no game of cards requiring as 
good a memory as this. 

California Jack is played with a full pack of fifty-two 
cards, and any number of players from two to eight may 
take part. The game is a modification of Seven-Up. 

Three cards are dealt each player, and the remainder 
of the pack is then turned face upward, the top card being 
the trump. 

The " high" card belongs to the player who has it dealt 
to him, or draws it from the pack. 

The player who wins " low," u Jack" or " game" scores 
a point for each. 

No "begging" is allowed. 

The eldest hand leads any card he chooses, and his 
opponent must follow suit. 

After each trick is played, the dealer gives one card 
face up, to each player, beginning with the winner of the 
trick. Therefore, each player has three cards in hand 
until the pack is exhausted. 

When two, four, or eight play, a complete pack of fifty- 
two cards is used. When three play, a two is thrown out; 
when five play, two twos are thrown out, and when seven 
play three twos are thrown out. This is done to make 
the deal come out even. 

The rejected cards must be laid aside, face upward. 



SOCIAL CARD GAMES. 



The game in all other respects is played the same as 
seven-up. It is most interesting when four are engaged, 
two playing as partners against the other two. 



ALL FIVES. 

The game of All Fives is played with a full pack of 
fifty-two cards. It is a lively, breezy game, full of sur- 
prises, and requires considerable skill to play it well. 

The rules are the same as in Seven-Up with the fol- 
lowing exceptions: 

The game consists of sixty-one points instead of seven, 
and the score is usually kept on a cribbage board. 

Cards count for the winner of the trick containing 
them. 

The " low" card is not counted. 
The five of trumps counts five. 

The holder of the ace of trumps scores five points when 
he plays it. 

The king of trumps counts three for the player who 
wins it; the queen of trumps counts two; the knave of 
trumps counts one; the ten of trumps counts ten; the five 
of trumps counts five. 

The above points are counted and scored as soon as they 
are made. 

u High" and " Jack" are counted the same as in Seven- 
Up, except that the " Jack" never counts two for the 
dealer, as no trump is turned. 

In counting for " game" the cards count as in Seven-Up, 
except that the five of trumps counts five for the player 
holding it. 

No trump is turned, but the first card played by the 
non-dealer is the trump. 



iq6 



SOCIAL CARD GAMES. 



The game is usually played by two persons, but four 
may play, either singly or as partners. 



SCOTCH WHIST. 

The game of Scotch Whist is also known as " Catch the 
Ten." It is not a difficult game. Any player of average 
ability can master it by carefully following the general 
rules laid down for whist, and paying close attention to 
the run of the game. 

Any number of people, from two to six may take part in 
the game, which is played with thirty-six cards. The 
twos, threes, fours and fives are thrown out. (If nec- 
essary to make an even division of the cards, one or more 
of the sixes may also be thrown out). 

When there are two players, three hands, of six cards 
each, are dealt to each player— the first two, then the 
second two, then the last two — the thirty-sixth card being 
turned for trump. The hands are played in the order in 
which they were dealt. 

AVhen there are three players, two hands are dealt to 
each, and played in the same manner. 

When four or six play, the cards are dealt in rotation, 
one at a time, and the last is turned for the trump, the 
same as in whist. 

The cards — except the trump suit — rank the same as in 
whist. 

The game consists of forty-one points, which are scored 
by counting the cards in the tricks won, together with the 
honors of trumps. Every card, beyond the party's share 
in the tricks captured, counts for one. If two are playing 
the share of each would be one-half of thirty-six cards, 
or eighteen cards. If one player takes ten tricks, or 



SOCIAL CARD GAMES. 



I07 



twenty cards, he would score two points toward game. 
If four are playing each one's share would be one-fourth 
of thirty-six cards, or nine. Then if two partners take 
ten tricks, or forty cards, they would score twenty-two 
points toward game — that being the number above their 
joint share of eighteen. (18 plus 22 equals 40). 

Honors count for the winners of the tricks containing 
them as follows: Knave of trumps, 11; ace, 4; king, 3; 
and queen, 2. The ten of trumps counts ten for the winner. 

Players must follow suit. 

The penalty for revoking is the loss of the game. 

Bear in mind that one great object of this game is to 
catch the ten of trumps, or to avoid having your adversary 
win it. If you are the last player and have none of the 
suit led, you can save the ten by trumping with it; or you 
will be equally safe if you play it in a round of trumps 
in which your partner has played the best. At other 
times some risk must be run — such for instance, as trump- 
ing in the second round, when you are not last player — 
or trusting that your partner may hold the winning trump, 
etc. 

If you have the lead and hold the ace and king or king 
and knave, you should play two rounds of trumps, which 
will give you a good chance to win the ten in the second 
round, or else enable your partner to play it under the 
cover of your best trump. 

These are only general rules. They vary constantly, 
according to the number playing, and it is practically 
impossible to give special rules for every case — at least 
without confusing the young player. Care, watchfulness, 
and a mastery of the general principles of whist will 
enable any person of average ability to play the game 
fairly well. 



Io8 SOCIAL CARD GAMES. 

SPOTS. 

The game of Spots, though not at all complicated, 
demands some skill and considerable judgment to play it 
properly. A full pack of fifty-two cards is used, ranking 
as follows: 

The tens are the highest cards as they contain the most 
spots. 

The court cards and aces are the lowest cards, as they 
have but a single spot each. Therefore a two will take 
an ace or any court card. 

The deal is decided by cutting, and the player who 
cuts the lowest card wins the deal. 

Five cards are dealt, one at a time, beginning with 
the eldest hand. 

Then the eldest hand leads a card which may be taken 
by any card having a larger number of spots. 

The player winning the trick then leads, and thus the 
game continues until the hands are exhausted. 

As tricks are won only by a higher number of spots, ties 
belong to the player who leads. If four are playing and 
the highest card is tied, the trick is won by the person 
who played the first highest card. (For example: A plays 
a five, B a nine, C a six and D another nine, the trick 
belongs to B). 

In counting up, each player counts the number of spots 
upon the cards he has won, and whoever has the highest 
number of spots wins the game. 

If a tie occurs in counting up for game, it is won by the 
eldest hand, or If more than two are playing, and the 
eldest hand is lower than the parties tied, it is won by the 
first player at his left who is tied for the highest number. 
When partners play a tie is won by the eldest hand or his 
partner. 



SOCIAL CARD GAMES. IO9 

TRICKS AND DIVERSIONS. 

A pack of cards in the hands of a skillful performer can 
be used to exhibit a number of mysterious things. People 
enjoy being mystified, and the ability to perform clever 
tricks with cards is always desirable. For this reason, 
the following Tricks and Diversions have been added to the 
present work. None of them are intricate ; none of them re- 
quire expensive mechanism; all of them may be success- 
fully exhibited by any intelligent person after due practice. 

All sleight-of hand tricks — even to the very simplest — 
require this practice; and the knack of using the hands 
independently of the eyes, is the first and hardest to acquire. 

An abundant flow of small talk is a decided advantage 
to every performer, as it is not only diverting but likewise 
serves to draw attention so that one's movements are not 
followed too closely. Of course there are many tricks in 
which, after the preliminary work is done, you can make 
a point by insisting that every movement be carefully 
observed. This disarms suspicion, and leads people to 
think that nothing has escaped their notice. 

Always make your tricks appear as a surprise. If you 
tell in advance exactly what you intend doing the spec- 
tators are on the quivive and the chance of detection is 
greatly increased. 

You should never repeat a trick, however strongly you 
may be urged. At the same time, do not refuse outright; 
state that you will repeat the trick in a different way, and 
give them something similar if possible. 

Do not attempt too much. Better do one trick well, 
than bungle through half a dozen. 

Never attempt a trick in public until you have thor- 
oughly mastered it. 

Therefore practice, practice, practice. 



no 



SOCIAL CARD GAMES. 



THE FALSE SHUFFLE. 

At the outset it should be understood that nimble 
fingers are necessary when attempting sleight-of hand 
tricks — especially with cards. Persons who are nat- 
urally clumsy should confine themselves to that class of 
tricks and diversions where manual dexterity is not 
required. 

The false shuffle is a movement which should be thor- 
oughly mastered, as it comes into play in many tricks. It 
is rather difficult to describe, but the following expla- 
nation will make it clear. 

The object of the false shuffle is to know at all times 
where a certain card may be found. To illustrate: You 
request one of the spectators to draw a card from the pack, 
and to remember what it was. Hold the rest of the cards 
in your right hand — face downward — and ask that the 
drawn card be returned, at the same time running off 
some of the cards into the left hand. As the drawn card 
is returned catch it with the fingers of the left hand and 
at once shufflle off the cards from the right hand to the 
top of the pack held in the left. This will bring the 
drawn card to the bottom of the pack. To bring the card 
to the top, take the pack in the left hand, then grasp it 
with the thumb and second finger of the right hand; run 
the cards over and over into the left hand, letting them 
out gradually, the bottom card last of all, which will bring 
it of course to the top of the pack. Now to continue the 
shuffle and bring the chosen card again to the bottom of 
the pack, proceed as follows: Hold the cards in the left 
hand with the ball of the left thumb pressing against the 
back of the top card; with the right hand lift the entire 
pack except the top card which will drop down against the 



SOCIAL CARD GAMES. 



Ill 



fingers of the left hand ; run the cards over and over as 
before — shuffling as thoroughly as you please, since the 
chosen card is now lying snugly at the bottom of the 
pack. 

The foregoing directions may appear somewhat com- 
plicated, but a little practice will show the simplicity of 
the movement. 

THE KNOCK OUT. 

This is a clever trick, and always creates much surprise. 
It is performed in the following manner: Have a card 
drawn by one of the company. When it is returned bring 
it to the top of the pack with the false shuffle as above de- 
scribed. Request the person who drew the card to hold the 
pack tightly in his left hand 
with the thumb at the bottom, 
and the first and second fingers 
at the top. Then give a sharp 
upward blow with the fingers 
of right hand, against the bottom of the pack, and the 
cards will fly into the air leaving the top card, which was 
the one drawn, in the hand of the astonished spec- 
tator. 

Note. — The person holding the cards should grasp them 
firmly with the first and seco?id fingers extended over the 
top card as far as the first joint. 

THE STUCK CARD. 

Procure a short, flat-headed tack, having a very sharp 
point. Pass this through the ace of spades, so that the 
head will be on the face side. Conceal this prepared 
card in the right hand with the face against the palm. 
Take the pack in the left hand and shuffle the cards, 
bringing the prepared ace to the top of the pack. While 




112 



SOCIAL CARD GAMES 



doing this get off a speech something like this: "You 
are probably aware that each of these cards represents 
something. The spades for instance represent swords, 
and the ace of spades is spposed to represent the great 
sword of Richard the Lion-Hearted. A peculiarity of 
this is that whenever I throw a pack of cards in the air 
the ace of spades separates itself from the others, and 
sticks wherever it strikes. " With these words thorw the 
pack quickly against a door and the weight of the cards 
will drive the tack into the wood holding the ace against 
the door. 

Note. — The cards must be thrown so that they will 
stike flat, or the trick will not be successful. 

THE FRIENDLY KNAVES. 

Show the four knaves, spread out as in the accompany- 
ing cut. Behind the second one — the knave of hearts — 
you must have secreted two other court cards. These, 
being behind the knave of hearts, will not be visible. 

You will now place the cards on 
the top of the pack. You then 
remark that you are about to place 
the four knaves in different parts 
of the pack. Lift the top card 
and, as it is really a knave you 
must let the company see it — 
without any apparent intention 
— and place it at the bottom of 
the pack. The next two cards — 
which the spectators suppose are also knaves — you place 
somewhere about the middle of the pack. The fourth 
card — which will be the knave of hearts — you lift and 
show, throwing it carelessly on the top of the pack. 




SOCIAL CARD GAMES. 



113 



Thus you have one knave at the bottom of the pack, 
and three at the top. 

Give the cards to be cut, place the lower portion on the 
top of the upper, and when the cards are dealt off the four 
knaves will be together, much to the surprise of your 
audience. 

Note. — Use kings for the two extra cards as they can- 
not be distinguished from the knaves should any one catch a 
glimpse of them. 

THE SLIPPERY KNAVES. 

This is a continuation of the foregoing trick, and is 
performed as follows: Place the four knaves at the bottom 
of the pack, remarking: "You see, ladies and gentlemen, 
it is utterly impossible to separate these rascally knaves. 
However, we will try it. I will thoroughly shuffle the 
cards, as you see." You now make the false shuffle as 
previously described, except that instead of holding only 
one card between the thumb and middle finger of the right 
hand you hold all four knaves. Then slip them to the 
bottom of the pack the same as you do the single card, 
and give them to be cut. On exposing them, the four 
knaves will be found together in spite of all the shuffling 
and cutting. If you choose you may let the pack be cut 
by two or three different persons, and the chances are 
about a thousand to one that the four knaves will not be 
disturbed. Still for all practical purposes the shuffle and 
single cut will suffice. 

THE JUMPING CARD. 

A card is drawn, returned and brought to the top of the 
pack by the false shuffle. You then remark that you wish 
the card selected to leap from the pack and show its face 
to the people. With this you hold the pack about two 

8 



H4 



SOCIAL CARD GAMES. 



feet above the table, face down, with the top card slipped 
a little to one side. Let the pack fall and the current of 
air will turn the top card over so that it will lie face 
upward on top of the pack. 

Note. — In holding the pack grasp it lengthwise over 
the top with your fingers at one end, and your thumb at 
the other. 

THE LIGHTNING CHANGE. 

This is really an excellent sleight-of-hand trick, and 
may be performed with very little practice. 

Hold the pack in the left hand with the faces down. 
Take a part of the pack in the right hand, holding the 
cards between the thumb and fingers as shown in the cut. 
Hold the cards so that the edges of those held in the 
right hand will rest upon the backs of those in the left at 
right angles. 

The four fingers of the left or 
lower hand now rest against the 
back of the cards held in the 
right hand. 

Now request a spectator to 
examine the top card of the 
portion held in the left hand. 
When he has replaced it, ask him to examine it again. 
To his astonishment he will find that the card has 
vanished, and that a totally different one is in its 
place. 

In performing this trick, you first dampen the fingers of 
the left hand, which press against the back of the cards 
held in the right. 

Now quickly raise the right hand, and the top card, 
against which the dampened fingers are pressed, will slip 
off. At the same instant, close the fingers of the left 




SOCIAL CARD GAMES. 



hand quickly, which of course will bring the card on top 
of these held in the left hand. Therefore when the person 
who examined the card, looks again, he will see the card 
just placed there. 

Note. — Rapidity is the principal requisite in performing 
this trick, care being taken to slip off the top card at the 
instant you raise the right hand. 

THE MAGNETIC CARD. 

Have a card drawn from the pack, and when it is re- 
turned bring it to the top with the false shuffle. Borrow 
a silk handkerchief from one of the spectators, remarking 
that silk has wonderful drawing qualities in certain cases. 
Throw the handkerchief over the pack of cards. Place 
your hands on the handkerchief and lift the top card from 
the pack — after pretending to search for a particular card. 
You can now turn over the handkerchief and show the 
card, which, as a matter of course, will be the one that 
was drawn. 

Note. — If you are not an adept at the false shuffle, pro- 
ceed as follows: Observe which card is at the bottom of 
the pack; after a card has been drawn have it placed at 
the top of the pack, and request one of the company to cut 
the cards; this will bring the card which was drawn, 
immediately underneath the former bottom card. Run 
the cards from one hand to the other — face up — and when 
you find the card that was drawn, slip it to the top of the 
pack and proceed as before. 

THE ORACLE. 

This is a very easy and simple diversion, yet it is sure 
to puzzle the uninitiated. 

Have some person shuffle a pack of cards thoroughly. 



n6 



SOCIAL CARD GAMES. 



Having done this, let him take off the top card and notice 
the number of spots thereon. (The kings, queens, and 
Jacks each count ten). He then places this card face 
downward on the table and counts off enough cards from 
the pack to make twelve, with the number of spots on the 
first card, placing them thereon. Thus, if he drew a 
court card or a ten, he would put two cards on it; if he 
drew a six he would count off six cards, placing them on 
the six. 

When he has completed the first twelve, he takes the 
next card looks at it, and proceeds as before. Supposing 
this is a two, he must count off ten cards. 

He continues in this way until he has gone through the 
entire pack, making separate piles each time. 

At the last, if there are not enough cards to make the 
count of twelve, he must give them to you — or tell you 
how many he has left. Thus if he turns a three and has 
only four cards left, he cannot make twelve as three (the 
number of spots) and four (the number of cards) make but 
seven. 

You now declare that although you have not looked at 
the cards, nor even touched them, you will tell the exact 
sum of the spots on the cards at the bottom of the various 
piles. This you proceed to do, much to the surprise of 
the company. 

The method is as follows: Subtract four from the num- 
ber of piles; multiply the remainder by thirteen; to this 
product add the number of cards left over. This will 
always make a number equal to the sum of the bottom 
cards. If there are only four piles, then the number of 
remaining cards will equal the sum of the four bottom 
cards. If no cards are left over simply subtract four 
from the number of piles, multiply the remainder by 



SOCIAL CARD GAMES. 



117 



thirteen, which will give the sum of the bottom cards. 

THE MAGIC COUNT. 

Take a pack of cards, shuffle them thoroughly, and also 
allow one or two others to shuffle them. 

Then request some person to take the pack and choose 
a card, also to remember its number from the bottom of 
the pack — that is whether it is the first, second, third, 
fourth or any other numbered card form the bottom. 
Do not look at the cards while the choice is being 
made. 

You now assert that you can tell the exact number at 
which the choosen card will be found. To do this, take 
the pack, and passing it behind you, quietly lift the three 
top cards, placing them at the bottom of the pack. 

Now request the person who made the choice, to count 
off cards from the top of the pack, beginning from the 
number of the card selected. Thus if, the choosen card 
was number ten, he w r ould count the top card eleven, the 
next twelve, and so on. When he has counted forty-nine 
stop him and tell him that the next card is the one he 
selected — which he will find to be the case. 

THE PUZZLED LANDLORD. 

This is a very old diversion, yet if the story is well 
told, it makes a great deal of amusement. 

You take the aces and court cards from the pack, and 
put the others aside. Then tell your story in the following 
manner : 

u Once upon a time, four traveling men came to a 
country hotel and requested rooms for the night. The 
landlord had just four vacant rooms, so he placed a. trav- 
eler in each room." (With this you place the four knaves 
in a row, and then continue your story). 



n8 



SOCIAL CARD GAMES. 



" A few minutes later four hunters came along and 
requested a night's lodging. The landlord, having no 
vacant rooms, put a hunter with each of the traveling 
men." (Place the four kings upon the four knaves). 

" Shortly afterward, four soldiers marched up to the 
hotel and demanded accomodations for the night. The 
landlord began to get excited, but finally placed a soldier 
in each of the four rooms already occupied." (With this, 
you put an ace upon each king). 

"This arrangement caused considerable grumbling, but 
as there was no help for it, the three occupants of each 
room concluded to put up with the annoyance. Just as 
everything had got quieted down, along came four ladies 
who desired lodging for the night. The thick-headed 
land-lord lost his head entirely, for he was stupid enough 
to place a lady in each of the four rooms already occu- 
pied." Put the queens on the four aces). 

" Of course, this raised a general ruction. The ladies 
were very angry, and the poor landlord was about crazy. 
Finally somebody suggested that he put the four ladies 
in one room, the four soldiers in another, the four hunters 
in another and the four travelers in another. All agree 
to this, and "all go out into the hall." (Here you gather 
up the four piles, one upon another). "Just then the 
lamp went out and they got mixed up worse than ever." 
(As you say this take the cards in your left hand, and pass 
some from the bottom to the top. In reality, it is only cut- 
ting the pile, but if done rapidly it will look like a shuffle). 

" So the poor landlord was obliged to room them in the 
dark. Yet, strange to say they were all placed according 
to agreement." (While saying this, deal off the- cards in 
rotation, one at a time, into four piles, and you will find 
the queens, kings etc., all together as stated. 



SOCIAL CARD GAMES. 



II 9 



NAMING THE CARD. 

This is considered by many to be the greatest card trick 
ever exhibited, and it certainly never fails to cause the 
most unbounded amazement whenever performed. Al- 
though at the outset, it may appear to be exceedingly 
difficult, yet any intelligent person can master it with a 
little study. The success of the trick depends entirely 
upon memory, and the better, that one is endowed in 
this respect the quicker will the trick be learned. 

The cards are arranged in the following order, which 
must be committed to memory: Ace, five, nine, knave, 
six, four, two, king, seven, eight, queen, three, ten. 

In addition to the above, you must also remember that 
the suits run in succession as follows: Spades, hearts, 
clubs and diamonds. 

The accompanying table will simplify matters by show- 
ing the arrangement of the entire pack. 



I. 


Ace of Spades. 


20. 


Two of Diamonds. 


2. 


Five of Hearts. 


21. 


King of Spades. 


3- 


Nine of Clubs. 


22. 


Seven of Hearts. 


4. 


Knave of Diamonds. 


23. 


Eight of Clubs. 


5. 


Six of Spades. 


24. 


Queen of Diamonds. 


6. 


Four of Hearts. 


25. 


Three of Spades. 


7- 


Two of Clubs. 


26. 


Ten of Hearts. 


8. 


King of Diamonds. 


27. 


Ace of Clubs. 


9- 


Seven of Spades. 


28. 


Five of Diamonds. 


10. 


Eight of Hearts. 


29. 


Nine of Spades. 


11. 


Queen of Clubs. 


30. 


Knave of Hearts. 


12. 


Three of Diamonds. 


3i. 


Six of Clubs. 


13. 


Ten of Spades. 


32. 


Four of Diamonds. 


14. 


Ace of Hearts. 


33. 


Two of Spades. 


15. 


Five of Clubs. 


34. 


King of Hearts. 


16. 


Nine of Diamonds, 


35. 


Seven of Clubs. 


17. 


Knave of Spades. 


36. 


Eight of Diamonds. 


18. 


Six of Hearts. 


37- 


Queen of Spades. 


19. 


Four of Clubs. 


38. 


Three of Hearts. 



120 



SOCIAL CARD GAMES. 



39. Ten of Clubs. 

40. Ace of Diamonds. 



46. Two of Hearts. 

47. King of Clubs. 



41. Five of Spades. 

42. Nine of Hearts. 

43. Knave of Clubs. 

44. Six of Diamonds, 

45. Four of Spades. 



48. Seven of Diamonds. 



49. Eight of Spades. 

50. Queen of Hearts, 

51. Three of Clubs. 



52. Ten of Diamonds. 



When you have memorized this arrangement of the 
cards, it is only necessary for you to know one card out of 
the pack in order to name every card in regular succession. 

Supposing for instanace, that you desire to name the 
card next to the queen of hearts. You first remember 
that a three always follows the queen; next that clubs 
follow hearts; therefore the next card will be the three of 
hearts. 

When the pack is arranged in this manner, the cards 
may be cut any number of times and, the order in which 
the cards follow each other will not be broken. Remem- 
ber however that the cutting must be done as in whist — 
by lifting a part of the pack in a mass and placing the 
lower portion upon the upper. 

If the cards are cut, you must glance at the bottom card 
which will tell you the name of the card following (that 
of course, being the top card), for instance, if the bottom 
card is the ten of diamonds, the top card will be the ace 
of spades. 

The cards should be laid aside in succession face up- 
ward, as that will keep them in their regular order. 



A person draws three or four cards from the top of the 
pack — after cutting — and you tell him at once the sum of 
the spots on the cards drawn, and then to surprise him 
still more, you name the cards he holds. 



TELLING THE SPOTS. 



SOCIAL CARD GAMES. 



121 



This trick depends upon having the pack arranged as 
in the preceding. After the top cards are drawn, you 
carelessly lift and glance at the next card, and of course 
you can tell at once the cards that have been drawn. 

Thus, if three cards are drawn, and the next is the 
three of clubs, you know at once that the preceding cards 
are queen of hearts, eight of spades and seven of dia- 
monds, making a total of twenty-five (the court cards 
always count ten). 

ODD OR EVEN. 

When the cards are arranged as before, you must ob- 
serve whether the bottom card is red or black. Offer the 
pack to be cut, and if the bottom card of the upper por- 
tion is of the same color as the card at the bottom of the 
pack, the two portions each contain even numbers; if it 
is of a different color, then each portion contains an odd 
number. 

FINDING THE FOUR. 

This interesting trick consists in discovering the cards 
which four different persons have thought of. It is per- 
formed as follows: 

Take four cards at random from the pack, and show 
them to person number one, asking him to think of one 
of them. Then lay these four aside in a bunch, face 
down. Take four more cards, let person number two 
think of one and lay these four beside the first four. 
Follow the same course with the third and fourth persons. 

Now take the four cards that you showed to number one 
and lay them in a row, faces down. One of them, of 
course, is the card thought of by number one. Take the 
four cards shown number two, and place them on the first 
four in the same order. Proceed in the same way with 
the cards shown the third and fourth persons, 



122 



SOCIAL CARD GAMES. 



This makes four separate piles, in each of which there 
is one or more cards out of the four shown each person. 

Now show each pile to the four persons in rotation 
asking each whether the card he thought of is in the pile 
shown. The card thought of by the first person will be 
the bottom card in one of the piles. The cards thought 
of by the second, third and fourth persons will be the 
second, third and fourth cards in the piles containing them. 

THE CHANGING CARD. 

Procure four blank cards, and draw the following spots 
thereon, coloring them appropriately in red and black. 

Also prepare one regular eight 
of clubs and also one two of dia- 
monds. Then you are ready for 
business. 

Take the three prepared cards, 
holding them spread out in fan shape, and over the bot- 
tom one place the eight of clubs. You then remark: 

"I have here, as you see, the four eight spots. I will 
throw out one of them and replace it with some other 
card." With this, you throw out the genuine eight and 
take up the genuine two of diamonds. As you do this, 
reverse the pack and ask some person to blow on the backs 
of the cards. Spread them out again in fan shape, and the 
cards will all appear to be twos. 

You will now quickly reverse the two prepared cards 
having the black spots, have the cards blown on again, 
and the cards will be all red. 

Throw out the genuine two of diamonds, take in the 
eight of clubs and at the same time reverse the three 
prepared cards; on opening them the cards will all be black. 
It will heighten the effect of the trick if you have a full 



v 



* 



SOCIAL CARD GAMES. 



I2 3 



pack of ordinary cards, having the same style of backs 
as the dummies, for then you may, by a little care in 
changing the latter, give out the whole four eights for 
examination. 



Take the king, queen and knave of each suit — twelve 
cards in all — and place them face up, in three rows, of 
four cards each, as follows: Lay out one of each suit in 
the top row; begin the second row with one of the same 
suit as the last card in the first row; begin the third row 
with one of the suit that ended the second row. But 
observe that you must never place two of the same suit 
in one row, either up or down. Any arrangement of the 
cards that you desire, can be made, so long as you observe 
the following run of suits. Here is a sample arrangement ; 

King of Clubs. King of Hearts. 

Knave of Spades. King of Diamonds. 



Supposing they are laid out as above, you will begin at 
the lower right hand corner and take them up from bottom 
to top, the knave of diamonds, over the knave of hearts, 
then the king of spades, then the knave of clubs, king of 
diamonds, and so on, placing each card on the top of the 
others as you pick it up. 

The cards may then be cut as in whist, and the cutting 
may be repeated any number of times. 

Then deal the cards off in four piles and the king, 
queen and knave of each suit will be found together! 

This is one of the most puzzling tricks of its class ever 
exhibited. And as the cards may be varied in any way 



THE MYSTICAL THREE. 



Queen of Hearts, 

Queen of Diamonds. 
Queen of Clubs. 

Queen of Spades 



King of Spades. 

Knave of Hearts. 

Knave of Diamonds. 



Knave of Clubs. 



124 



SOCIAL CARD GAMES. 



you please, so long as the suits follow in the order named, 
the trick is almost sure to escape detection. 

THE CARD AND ROSE. 

You take an ordinary face card, hold it up to view, then 
cover it for a moment with a handkerchief. On removing 
the latter, the card will have disappeared, and in its place 
will be found a beautiful full-blown rose. 

This startling trick is in reality very simple, and is 
performed as follows: 

Make two equal folds in the card — toward the face— 
and over the back of the middle division, paste a strip of 
thin pink cloth. Procure a large artificial rose and sew 
it to the back of the middle. Now when the face of the 
card is shown the rose is not seen. When the hand is 
covered, you have merely to hold the card, turn it over, 
and show the rose. 

THE MAGIC TOUCH. 

Let two or three persons each draw a card from the 
pack; tell them to look at their cards and to remember 
what they were ; then let them return the cards to the pack, 
keeping the faces down so that you cannot see what they 
are. Thoroughly shuffle the cards and while doing so 
remark that you have a magical touch whereby you can 
discover the cards drawn. You now run the cards over 
and, much to the surprise of all, throw out the identical 
cards drawn. 

This trick is so easy that it may be performed without 
the slightest practice. Here is the secret: Secretly turn 
the bottom card over so that it will be faced upward. 
After the cards are drawn, secretly reverse the pack so that 
the bottom card is at the top. No one will suspect any- 
thing, as the back of the card will be seen, 



SOCIAL CARD GAMES. 



125 



Now while holding the pack firmly, at the sides, have 
the drawn cards slipped into the pack at the end— face 
downward of course. Then secretly turn the present top 
card face upward. Thus all the cards will be face 
upward, except those that were drawn, and the latter of 
course can be found with the utmost ease. 

CALLING THE CARDS. 

This, like the last described, is an exceedingly simple 
trick, and little, if any practice is required to perform it 
successfully. 

Shuffle the cards, and, with a quick glance observe 
which card is at the bottom of the pack. Let us suppose 
that this bottom card is the ace of hearts, and that the 
top card is the king of clubs. 

Place the pack behind you, and while doing so turn the 
top card (the king of clubs) face up so that you can see 
it; now say: "I call for the ace of hearts." 

Hold the pack in front of you with the bottom toward 
the audience and sure enough, there is the card which you 
called for. Now place the king of clubs at the bottom of 
the pack, face down, and turn the next card with its face 
up. Then call for the king of clubs, show it, pass the 
top card to the bottom, turn the next and proceed as 
before, calling off the entire pack if you choose. 

THE TRAVELING CARD. 

This neat trick is performed simply by having two 
cards of the same kind in the pack— as for instance, two 
kings of diamonds. Place these two cards at the bottom 
of the pack and shuffle, but be careful that the two bottom 
cards are not disturbed. 

Place the pack upon the table, draw the bottom card, show 



126 



SOCIAL CARD GAMES. 



it to the company, and place it upon the top of the pack. 

Remark that in these go-ahead times even cards travel, 
and to prove it, you will make the top card pass to the 
bottom of the pack. Say "One, two, three, go!" Draw 
the bottom card from the pack, showing that it is the 
same that you just placed at the top. 

THE TORN CARD RESTORED. 

The effective point in this trick is made by restoring a 
part of a torn card instead of the whole (although the 
latter may be done if desired). When a card is torn into 
small pieces, one of which is held by a spectator and 
this piece fits exactly with the restored card, the mystery 
is much greater than when the entire card is restored, 
because then it seems impossible that a duplicate could 
have been used. 

The trick is performed as follows: First secure a pack 
of cards, all of one suit. These can be had from Andrew 
Dougherty, of New York, Russell, Morgan & Co, of Cin- 
cinnati, Ohio, or any other card printers. Get a stout 
pasteboard box — large enough to hold a playing card — 
and line both box and cover with black paper. Cut a 
piece of card board a trifle smaller than the inside of the 
box so that it drops into it. 

This piece must be covered with the same paper that 
is used for lining the box. 

You are then ready for business. Take one of the 
duplicate cards, tear out a corner, and place the torn card 
and the piece in the cover of the box, covering them with 
the prepared piece of card board. All this must be done 
in advance, unknown to the spectators. You now take up 
the duplicate pack of cards and request some person to 
draw one from any part of the pack, telling him that it 



SOCIAL CARD GAMES. 



127 



makes no difference which card he draws, which is true 
enough, as they are all alike. Tell him to look at the 
card, to remember it, and then to tear it up. At the 
same time you give the box for examination. 

Ask the person who has torn the card, to throw the 
pieces into the box, (C). You 
then put on the cover (A) in 
which the card with the corner 
torn out is placed, concealed by 
the piece (B) . You then remark : 
I Oh, by the way, you must keep 
one of the pieces so that you can 
identify the card after it is re- 
stored. " With that you take 
off the cover and remove the corner which you had 
previously torn off the card. Give it to the person to 
hold, replace the cover and make a little speech about 
the wonders of modern science, and so forth. Then in 
due time remove the cover, take out the " restored" card, 
request your audience to observe that the pieces match, and 
there you are ! 

THE SHUFFLED CARD. 

This is a combination trick, and is both simple and 
effective. 

Thoroughly shuffle the cards and let a person draw one 
from the pack. Before doing this, you must observe which 
is the bottom card. 

Let the person who has drawn the card look at it, and 
place it on the top of the pack. Then let him cut the 
pack. The card drawn will be the one immediately in 
front of the card which at first was at the bottom of the pack. 

Bring this card to the top of the pack and proceed as in 
" The Knockout " previously described. 




NOTHING BETTER 



THAN THE SCRAP-BOOK 

RECITATION SERIES 



BY H . TUT. SOPE R. 



HEBE BE CONCEITS BOTH WISE AND WITTY, 



Price, Post-Paid, Paper, 25 Gents. 



CONTENTS OF NUMBER 7. 



Dying Captain, The (Pathetic). 

How Mr. Blinks Named the Baby, (Funny). 

Self Conceit. 

Legal Attachment, A. 

Graphic Story of the Light Brigade, A 

(Heroic). 
Dat Yaller Gown, (Negro) 
Party at Mr. Wigglesworth's, A. 
Our Minister's Sermon, (Poetry). 
Little Johnnie Visits the Dime Museum, 

(Capital Humor) 
Three Chairs, The. 
Transpositions. 
Jiners, The (Comic). 
Ensign Bearer, The (Patriotic). 
Where is My Hat? (Comic). 
Mother's Angel, The. 
'•Awfully Lovely" (Philosophy). 
Both Sides of the Story. 
Unfinished Prayer, The. 
Damascus. 

Orpheus and Eurydice, (Very Funny Poem). 
Coffee My Mother Used to Make, The 
First Piano in a Mining Camp, The. 
Loved, Not Lost, The. 

Ride on Black Valley Railroad, (Temperance 
True Men. ) 
Silver Wedding, The. 
Finding of the Cross, The (Fine Poem). 
Very Provoking. 
Mission of the Press, The. 
Kerrected, (Yankee Dialect). 
Sorra the Day. 

Little Joe's Flowers, (Pathetic) . 
Artie's Amen. 
'Old Sweetheart of Mine, An 



(Bui 



Connor, (Pathetic). 
He Gets There, (A Fable). 
She Wanted to Learn Elocution, 

lesque). 

Naughty Girl's Life in a Hotel, A. 
Pilot's Story, The (Fine Poem). 
Old Man and Jim, The. 
Speech of the Hon. Perverse Peabody 
on the Acquisition of Cuba (Comic). 
Nocturnal Sketch. 
Century from Washington, A (Patriotic). 
Triangular Tragedy, A. 
Brother Antonio, (Poem). 
Bell of Liberty, The. 
Deserter, A 

Edmund Burke, (Oration). 
The Diver. 

Aunty Doleful's Visit, (Humorous). 

A Field Battery, (Battle Scene). 

Owed to Halifax. 

Senator Ingalls' Great Speech on Death 
of Burnes of Missouri, (Eulogy). 

The Guest. 

Aunt Sophronia Tabor at the Opera, 
(Comic) 

Cleopatra.. 

Sword of Damocies, (Terrors of Con- 
science), 

Daisy's Story. 

Uncle, The (Fine Poem). 

Her Reply. 

Mr. and Mrs. Bowser's Family Jar. 
Easter Song. 
Cupid among the Strawberries, (A play). 
Hindrances to Happiness. 



T. S. DENISON, Publisher, 

I 63 Randolph St., CHICAGO 



36 4 92 



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HECKMAN . 

BINDERY INC. I" 1 

JUL 92 

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